Defines

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Defines are exposed constants used by the game to control almost every aspect of it. They allow modders to influence systems that do not have a direct script component.

Defines are found in /Hearts of Iron IV/common/defines/*.lua.

Overrides[edit]

When editing the defines, it can be easier to only include the defines you have edited within your mod, as to minimize conflicts and save hassle when 00_defines.lua is updated.

To add an override, you create your own .lua file, for example mymod_defines.lua in the defines folder. Then within this file, add the defines, prefixing them with their groups.

Here is an example:

NDefines.NGame.END_DATE = "2000.1.1.1"

NGame[edit]

Name Default Developer comment Usage
START_DATE 1936.1.1.12 default start date, base for some durations (e.g. license costs, AI construction strategy)
END_DATE 1949.1.1.1 after this date the final scoreboard will be shown as soon as not blocked by MAJOR_PARTICIPANTS_FOR_MAJOR_WAR
MAP_SCALE_PIXEL_TO_KM 7.114 Yes, we did the math translates pixel distances from world map bitmaps into game distances
SAVE_VERSION 6 compatibility version for save files
CHECKSUM_SALT zwOdv5d9wm9uDSOT Data to modify generated checksum when game binaries have changed but not any content files.
LAG_DAYS_FOR_LOWER_SPEED 10 Days of client lag for decrease of gamespeed see comment
LAG_DAYS_FOR_PAUSE 25 Days of client lag for pause of gamespeed. see comment
MAJOR_PARTICIPANTS_FOR_MAJOR_WAR 3 Minimum number of major countries involved in a war to consider it major enough to not end the game even though the enddate has been reached. Minimum number of major countries a major must be at war with to delay final scoreboard past END_DATE
COMBAT_LOG_MAX_MONTHS 12 combat log data will be pruned after this duration
MESSAGE_TIMEOUT_DAYS 60 Useful if running the handsoff game. The popup messages that doesn't require the player respond will automatically hide after some timeout. see comment
AIR_LOG_TIMEOUT_HOURS 24 Data storring data air combat log data will be pruned after this duration
EVENT_TIMEOUT_DEFAULT 13 Default days before an event times out if not scripted default value for timeout_days attribute in events
MISSION_REMOVE_FROM_INTERFACE_DEFAULT 13 Default days before a mission is removed from the interface after having failed or completed default value for days_remove attribute in decisions
DECISION_ALERT_TIMEOUT_DAYS 30 Days left when player will be alerted about timing out events or decisions see comment
FUEL_RESOURCE oil resource that will give country fuel see comment
MAX_EFFECT_ITERATION 1000 maximum allowed iteration for loop effects see comment
MAX_SCRIPTED_LOC_RECURSION 30 max recursion for scripted localizations see comment

NDiplomacy[edit]

Name Default Comment
DIPLOMACY_REQUEST_EXPIRY_DAYS 30
BASE_SURRENDER_LEVEL 1.0 Surrender when level reached. valid 0-1
MAX_FEAR_VALUE 100 Max fear value cap.
MIN_FEAR_VALUE -100 Min fear value cap.
BASE_FEAR_FACTOR 0 Base fear factor in % for opinion
MAX_TRUST_VALUE 100 Max trust value cap.
MIN_TRUST_VALUE -100 Min trust value cap.
BASE_TRUST_FACTOR 100 Base trust factor in % for opinion.
MAX_OPINION_VALUE 100 Max opinion value cap.
MIN_OPINION_VALUE -100 Min opinion value cap.
BASE_TRUCE_PERIOD 30 Base truce period in days.
TRUCE_PERIOD_AFTER_KICKING_FROM_FACTION 30 Truce period after kicking someone from faction in days.
NUM_DAYS_TO_ENABLE_KICKING_NEW_MEMBERS_OF_FACTION 90 Number of days before being able to kick a new member of faction
NUM_DAYS_TO_ENABLE_REINVITE_KICKED_NATIONS 90 Number of days before being able to re invite a kicked nation to your faction
BASE_NEGATIVE_OPINION_AFTER_BEING_KICKED 20 Negative opinion that will be received after kicking a nation
DECAY_RATE_OF_NEGATIVE_OPINION_AFTER_BEING_KICKED 1 Weekly decay rate of the negative opinion
TRUCE_BREAK_COST_PP 200 Base cost in PP of breaking a truce by joining a war or accepting a call to war ( you cannot declare war yourself until the truce if up ), this is then multiplied by the time left on the truce ( so once half the truce is up it only cost 50% of this )
BASE_PEACE_ANNEX_FACTOR 100 Base factor for annexation in %.
BASE_PEACE_PUPPET_FACTOR 100 Base factor for puppet in %.
BASE_PEACE_LIBERATE_FACTOR 100 Base factor for liberate in %.
BASE_PEACE_TAKE_UNCONTROLLED_STATE_FACTOR 10.0 Base factor for taking state you do not control
BASE_PEACE_TAKE_FACTION_CONTROLLED_STATE_FACTOR 0.5 Base factor for taking state you do not control, but someone in faction does
BASE_PEACE_FORCE_GOVERNMENT_COST 100 Base cost for forcing a country to change government.
BASE_IMPROVE_RELATION_COST 10 Political power cost to initiate relation improvement
BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST 0.2 Political power cost each update when boosting relations with nation of same ideology
BASE_IMPROVE_RELATION_DIFFERENT_IDEOLOGY_GROUP_MAINTAIN_COST 0.4 Political power cost each update when boosting relations with nation of different ideology
BASE_SEND_ATTACHE_COST 100 Political power cost to send attache
BASE_SEND_ATTACHE_CP_COST 50.0 Command Power sent attache usage cost
BASE_SEND_ATTACHE_MAINTAIN_COST 0 Political power cost each update when sending the attache to another country
BASE_GENERATE_WARGOAL_DAILY_PP 0.2 Daily pp cost for generation of wargoals
WARGOAL_VERSUS_MAJOR_AT_WAR_REDUCTION -0.75 reduction of pp cost for wargoal vs major at war.
WARGOAL_WORLD_TENSION_REDUCTION -0.5 Reduction of pp cost for wargoal at 100% world tension, scales linearly
WARGOAL_JUSTIFY_TENSION_FROM_PRODUCTION 30.0 Base value scaled by production capacity of country compared to biggest country
MIN_WARGOAL_JUSTIFY_COST 2.0 It always takes atleast 10 days to justify a wargoal
WARGOAL_PER_JUSTIFY_AND_WAR_COST_FACTOR 1.5 Cost factor per nation at war with or justifying against
BASE_BOOST_PARTY_POPULARITY_DAILY_PP 0.25 Daily pp cost for boost party popularity
BASE_BOOST_PARTY_POPULARITY_DAILY_DRIFT 0.1 Daily amount of popularity that will be added by the activity.
BASE_STAGE_COUP_DAILY_PP 0.5 Daily pp cost for staging a coup
BASE_STAGE_COUP_TOTAL_COST 200 Equipment consume factor for stage coup.
NAP_EXPIRY_MONTHS 48 NAPs expire after this many months
NAP_UNBREAKABLE_MONTHS 12 NAPS cannot be broken for this many months
NAP_FORCE_BALANCE_RULE_MONTHS 6 The NAP border force balance rule changes with this interval
NAP_BREAK_FORCE_BALANCE_1 2.0 2-1 brigades along the border required to break NAP
NAP_BREAK_FORCE_BALANCE_2 1.0 1-1 brigades along the border required to break NAP
NAP_BREAK_FORCE_BALANCE_3 0.5 1-2 brigades along the border required to break NAP
VERY_GOOD_OPINION 50 Threshold for a country that has a very good opinion of you.
VERY_BAD_OPINION -50 Threshold for a country that has a very bad opinion of you.
TRADE_NEUTRAL_OPINION_FACTOR 0.75 If Both fear and trust are 0, this is the neutral factor for trade
TRADE_OPINION_FACTOR_FACTOR 1.0 How much the factor should effect the possible trade amount. Setting TRADE_NEUTRAL_OPINION_FACTOR to 1.0 and TRADE_OPINION_FACTOR_FACTOR to 0 means opinion does nothing in regards to trade.
DIPLOMACY_HOURS_BETWEEN_REQUESTS 24 How long a country must wait before sending a new diplomatic request.
TROOP_FEAR 1 Impact on troops on borders when deciding how willing a nation is to trade
FLEET_FEAR 1 Impact on troops on borders when deciding how willing a nation is to trade
IC_TO_EQUIPMENT_COUP_RATIO 0.1 Ratio for calculating cost of staging coup
VOLUNTEERS_PER_TARGET_PROVINCE 0.05 Each province owned by the target country contributes this amount of volunteers to the limit.
VOLUNTEERS_PER_COUNTRY_ARMY 0.05 Each army unit owned by the source country contributes this amount of volunteers to the limit.
VOLUNTEERS_RETURN_EQUIPMENT 0.95 Returning volunteers keep this much equipment
VOLUNTEERS_TRANSFER_SPEED 14 days to transfer a unit to another nation
VOLUNTEERS_DIVISIONS_REQUIRED 30 This many divisons are required for the country to be able to send volunteers.
TENSION_STATE_VALUE 2 Tension value gained by annexing one state
TENSION_CIVIL_WAR_IMPACT 0.2 civil war multiplier on tension.
TENSION_NO_CB_WAR 15 Amount of tension generated by a no-CB wargoal
TENSION_CB_WAR 5 Amount of tension generated by a war with a CB
TENSION_ANNEX_NO_CLAIM 2 Amount of tension generated by annexing a state you don't have claims on
TENSION_ANNEX_CLAIM 1 Amount of tension generated by annexing a state you DO have claims on
TENSION_ANNEX_CORE 0.5 Amount of tension generated by annexing a state that is your core
TENSION_PUPPET 2 Amount of tension generated by puppeting (per state)
TENSION_GENERATE_WARGOAL 1 Amount of tension generated by generating a wargoal against a country
TENSION_VOLUNTEER_FORCE_DIVISION 0.2 Amount of tension generated for each sent division
TENSION_DECAY 0.1 Each months tension decays this much
TENSION_SIZE_FACTOR 1.0 All action tension values are multiplied by this value
TENSION_TIME_SCALE_START_DATE 1936.1.1.12 Starting at this date, the tension values will be scaled down (will be equal to 1 before that)
TENSION_TIME_SCALE_MONTHLY_FACTOR -0.005 Timed tension scale will be modified by this amount starting with TENSION_TIME_SCALE_START_DATE
TENSION_TIME_SCALE_MIN 0.25 Timed tension scale won't decrease under this value
TENSION_GUARANTEE -5
TENSION_FACTION_JOIN 4
TENSION_JOIN_ATTACKER 2 scale of the amount of tension added when country joins attacker side
TENSION_PEACE_FACTOR 0.25 scale of the amount of tension (from war declaration) reduced when peace is completed.
TENSION_LIBERATE -1 Amount of tension generated by liberating a country.
TENSION_CAPITULATE 0.75 Scale of the amount of tension created by a countries capitulation.
GUARANTEE_COST 25 Scale with the number of already guaranteed countries.
REVOKE_GUARANTEE_COST 25
MP_NUM_WINNERS_FOR_PEACE_PAUSE 0 Number of human players as winners needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_LOSERS_FOR_PEACE_PAUSE as well.
MP_NUM_LOSERS_FOR_PEACE_PAUSE 0 Number of human players as losers needed for peace conference to pause and open for everyone in multiplayer, needs to fullfill MP_NUM_WINNERS_FOR_PEACE_PAUSE as well.
BASE_CONDITIONAL_PEACE_WARESCORE_RATIO 0.5 Warscore ratio needed for the losing side to able to surrender.
BASE_CONDITIONAL_PEACE_MONTHS 6 War length must be before a surrender i possible.
JOINING_NAP_WAR_PENALTY 0.2 War support penalty for breaking non-breakable NAP
BREAKING_GUARANTEE_PENALTY 0.2 War support penalty for breaking guarantee
PEACE_SCORE_PER_PASS 0.2 When you pass in a peace deal you gain this percent of your original score
MAX_REMEMBERED_LEASED_IC 1000 Maximum of leased equipment value that is remembered for opinion bonus
MAX_OPINION_FOR_LEASED_IC 30 Positive opinion when remembering the MAX_REMEMBERED_LEASED_IC equipment
MONTHLY_LEASED_IC_DECAY 35 each month
OPINION_PER_VOLUNTEER 3 Opinion bonus per one sent volunteer division
MAX_OPINION_FROM_VOLUNTEERS 30 Opinion bonus per one sent volunteer division
MAX_PARTICIPANTS_FOR_MAJOR_COUNTRIES 5 If we have more then x aggressors/defenders we only list major countries in tooltip for warscore progressbar or entry in world tension view
OPINION_FOR_DEMO_FROM_WT_GENERATION -2.0 How much less do democracies like us if we generate world tension
NOT_READY_FOR_WAR_BASE -50 AI should be unwilling to enter accept a call to war if not ready for war against the relevant enemies.
FRONT_IS_DANGEROUS -100 AI should be unwilling to enter accept a call to war if front is too dangerous.
NOT_READY_FOR_WAR_VAL_PER_DAY_SINCE_CALL 1 Value modifying the not ready base over time.
PEACE_MIN_SCORE 0.3 Value how much of your score you are always allowed to take
TAKE_STATES_PUPPET_COST_MULT 0.5 Cost multiplier for feeding states to a puppet that you have created, assuming the puppet currently owns the states
TAKE_STATES_LIBERATE_COST_MULT 0.5 Cost multiplier for feeding states to a country that has been liberated, assuming the country has cores on the states
TAKE_STATES_CHANGE_GOV_COST_MULT 0.5 Cost multiplier for feeding states to a country you are changing government on, assuming they currently own the states
TAKE_STATES_GIVE_CORE_TO_SUBJECT_MULT 0.1 Cost multiplier for feeding core states to a subject
RESOURCE_SENT_AUTONOMY_DAILY_BASE 0.0 If puppet provides resources to its master they increasy their autonomy by at least this amount
RESOURCE_SENT_AUTONOMY_DAILY_FACTOR 0.005 If puppet provides resources to its master they increasy their autonomy by the resources factored by this
WAR_SCORE_AUTONOMY_BASE 0.0 Value added if any war score is contributed by puppet
WAR_SCORE_AUTONOMY_FACTOR 0.6 If puppet generates war score it get a boost to independence
LL_TO_OVERLORD_AUTONOMY_DAILY_BASE 0.0 If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
LL_TO_OVERLORD_AUTONOMY_DAILY_FACTOR 0.05 If puppet lend leases equipment to overlord of at least same tech level as they have, they gain autonomy
LL_TO_PUPPET_AUTONOMY_DAILY_BASE 0.0 If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
LL_TO_PUPPET_AUTONOMY_DAILY_FACTOR -0.01 If overlord lend leases equipment to puppet of higher tech level as they have, puppet losses autonomy
AUTONOMY_FREEDOM_FROM_CAPITULATE 0.5 if overlord capitulate you get this
ATTACHE_TO_SUBJECT_EFFECT -0.05 If overlord sent attaches to the subject it losses autonomy
ATTACHE_TO_OVERLORD_EFFECT 0.05 If subject sent attaches to the overlord it gains autonomy
AUTONOMY_LEVEL_CHANGE_PP_COST_BASE 50.0 Base cost of changing level of autonomy
AUTONOMY_LEVEL_CHANGE_PP_ANNEX 300 Annexation cost
AUTONOMY_LEVEL_CHANGE_PP_FREE 300 Break free cost
MAX_SCORE_DIFF_TO_CHANGE_AUTONOMY 10 The max diff between current freedom score and the cap for next or previous level allowed for changing
MASTER_BUILD_AUTONOMY_FACTOR -0.7 scales autonomy gain from construction by this
VICTORY_POINT_WORTH_FACTOR 10 multiplier when calcualting proince worth (surrender)
VICTORY_POINT_WORTH_FACTOR_WARSCORE 0.2 multiplier when calcualting province worth with autonomy/warscore
IDEOLOGY_JOIN_FACTION_MIN_LEVEL 0.3 ideology limit required to join faction
JOIN_FACTION_LIMIT_CHANGE_AT_WAR 0.5 if in defensive war this or your modifier is counted as limit to join factions (so if you have 80% join limit this now means you can join at 50%)
LICENSE_ACCEPTANCE_OPINION_FACTOR 0.2 Opinion modifier for acceptance of license production requests.
LICENSE_ACCEPTANCE_PUPPET_BASE 20 Acceptance modifier for puppets requesting production licenses.
LICENSE_ACCEPTANCE_TECH_DIFFERENCE 5 Acceptance modifier for each year of technology difference.
LICENSE_ACCEPTANCE_TECH_DIFFERENCE_BASE 20 Acceptance base for tech difference
LICENSE_ACCEPTANCE_SAME_FACTION 20 Acceptance modifier for being in the same faction

NCountry[edit]

Name Default Comment
EVENT_PROCESS_OFFSET 20 Events are checked every X day per country or state (1 is ideal, but CPU heavy)
BASE_RESEARCH_SLOTS 2 Base number of research slots per country.
VP_TO_SUPPLY_BASE 1 Bonus to supply from a VP, no matter the level
VP_TO_SUPPLY_BONUS_CONVERSION 0.1 Bonus to supply local supplies from Victory Points, multiplied by this aspect and rounded to closest integer
SUPPLY_FROM_DAMAGED_INFRA 0.3 damaged infrastructure counts as this in supply calcs
SUPPLY_BASE_MULT 1 multiplier on supply base values
SUPPLY_BONUS_FROM_INPUT 0.25 % of supply bonus from input area.
SUPPLY_PATH_MAX_DISTANCE 15 When supply route reach more than X nodes, the manpower+equipment delivery speed reach 100% penalty.
POPULATION_YEARLY_GROWTH_BASE 0.015 basic population growth per year, used for monthly manpower gain
RESISTANCE_STRENGTH_FROM_VP 0.001 How much strength ticking speed gives each VP score.
RESISTANCE_STRENGTH_FROM_UNIT 0.001 How much strength ticking speed is reduced from each unit in state (multiplies subunit value resistance_suppress)
RESISTANCE_STRENGTH_FROM_NEIGHBORS 0.5 Multiplies how much resistance can spread from one state to its neighbors, a state will spread whatever is highest of its victorypoints resistance increase or half of any of its neighbors spread, multiplied by this
RESISTANCE_DECAY_WHEN_NO_GROWTH 0.005 Resistance will fall by this much each day if there is nothing increasing it ( no VPs and no spread from neighbors )
REINFORCEMENT_DIVISION_PRIORITY_COUNT 3 How many priority stages we have in division template? 0)Reserves, 1)Normal, 2)Elite.
REINFORCEMENT_DIVISION_PRIORITY_DEFAULT 1 Each template by default is 1)Normal
REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT 1 Each theater group by default is 1)Normal
REINFORCEMENT_THEATRE_PRIORITY_COUNT 3 Same as with divisions...
REINFORCEMENT_THEATRE_PRIORITY_DEFAULT 1
REINFORCEMENT_AIRBASE_PRIORITY_COUNT 3
REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT 1
REINFORCEMENT_DELIVERY_SPEED_MIN 0.6 The distance from the supply region to capital should affect the speed only a little bit. Main factor for penalty is overcrowded areas, and not the route length.
REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED 0.3 Modifier for army equipment reinforcement speed
REINFORCEMENT_MANPOWER_DELIVERY_SPEED 10.0 Modifier for army manpower reinforcement delivery speed (travel time)
REINFORCEMENT_MANPOWER_CHUNK 0.1 Chunk size of manpower reinforcement delivery, in % of total manpower needed by the template.
EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE 10 Maximum chunk size of equipment upgrade distribution per update.
COUNTRY_SCORE_MULTIPLIER 1.0 Weight of the country score.
ARMY_SCORE_MULTIPLIER 0.15 Based on number of armies.
NAVY_SCORE_MULTIPLIER 1.0 Based on number of navies.
AIR_SCORE_MULTIPLIER 0.1 Based on number of planes (which is typically a lot).
INDUSTRY_SCORE_MULTIPLIER 1.0 Based on number of factories.
PROVINCE_SCORE_MULTIPLIER 0.1 Based on number of controlled provinces.
NUCLEAR_PRODUCTION_SCALE 365 +1 nuclear_production gives 1 nuke per year
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_INFRA 0.2 Reduce enemy national war support on nuking a province, the value scales with infrastructure up to this number
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_VP 3 War support will be scaled down if there's less VP than this in the province
WEEKLY_STABILITY_GAIN 0.0
WEEKLY_WAR_SUPPORT_GAIN 0.0
RESOURCE_ORIGIN_PRIORITY 1 Default convoy priority for resources shipped internally
RESOURCE_EXPORT_PRIORITY 1 Default convoy priority for export trade
RESOURCE_LENDLEASE_PRIORITY 1 Default convoy priority for export lend lease
SUPPLY_CONVOY_FACTOR 0.25 How many convoys each supply needs
CONVOY_RANGE_FACTOR 1 how much range affects convoy need
LOCAL_MANPOWER_ACCESSIBLE_FACTOR 0.5 accessible recruitable factor base
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR 0.02 accessible recruitable factor base
STATE_CONTROLLER_VP_RATIO_FLIP 0.5 If current state controller has less share than this of state total and no armies in it the state changes controller
DEFAULT_STABILITY 0.5 Default stability if not scripted otherwise.
DEFAULT_WAR_SUPPORT 0.5 Default war support if not scripted otherwise.
BASE_STABILITY_WAR_FACTOR -0.3 Default stability war factor
BASE_STABILITY_PARTY_POPULARITY_FACTOR 0.15 Default stability rulling party popularity factor
MIN_COUP_STABILITY_FACTOR 0.0 Min value of coup factor in stability
MAX_COUP_STABILITY_FACTOR 2.0 Max value of coup factor in stability
MIN_COUP_SUCCESS_STABILITY 0.8 Max stability when coup will happen
WAR_SUPPORT_OFFNSIVE_WAR -0.2 Impact of being in offensive war
WAR_SUPPORT_DEFENSIVE_WAR 0.3 Impact of being in defensive war
WAR_SUPPORT_TENSION_IMPACT 0.3 Total impact of world tension
MIN_STABILITY 0.0
MAX_STABILITY 1.0
MIN_WAR_SUPPORT 0.0
MAX_WAR_SUPPORT 1.0
FRONT_PROVINCE_SCORE 20 Max province score of a front. Used for the hostile troop alert
FRONT_PROVINCE_SCORE_HOSTILE_TROOPS -1 If province score in a front is below this value we are losing territory, and hostile troop alert will show.
MAJOR_IC_RATIO 3 difference in total factories needed to be considered major with respect to other nation
MAJOR_MIN_FACTORIES 35 need at least these many factories to become a major
MAX_INTELLIGENCE_DIFFERENCE 3.0 Max difference in intelligence levels between countries
MAX_INTELLIGENCE_DATA_DEVIATION 1.0 Max deviation in estimating default espionage values ( 0.0 - 1.0 )
MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION 1.0 Max deviation in estimating enemy military units amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_NAVY_DATA_DEVIATION 0.3 Max deviation in estimating enemy ships amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_AIR_DATA_DEVIATION 1.0 Max deviation in estimating enemy air planes amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_INDUSTRY_DATA_DEVIATION 0.4 Max deviation in estimating enemy industry amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION 0.3 Max deviation in estimating enemy convoys amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_MANPOWER_DATA_DEVIATION 0.4 Max deviation in estimating enemy total manpower amount ( 0.0 - 1.0 )
MAX_INTELLIGENCE_FIELDED_MANPOWER_DATA_DEVIATION 0.35 Max deviation in estimating enemy fielded manpower amount ( 0.0 - 1.0 )
MIN_MANPOWER_RATIO 0.15 Min manpower ratio to show manpower alert
ARMY_IMPORTANCE_FACTOR 5.0 Army factor for AI and calculations
TERRAIN_IMPORTANCE_FACTOR 5.0 Terrain base factor for state strategic value
VICTORY_POINTS_IMPORTANCE_FACTOR 5.0 State victory points importance factor for AI and calculations
BUILDING_IMPORTANCE_FACTOR 3.0 State building importance factor for AI and calculations
RESOURCE_IMPORTANCE_FACTOR 0.1 State resource importance factor for AI and calculations
INTERPOLATED_FRONT_STEPS_SHORT 2 Performance optimization - The amount of steps for interpolated fronts. Non-AI countries got full interpolated fronts, the rest has optimized version of it.
MIN_AIR_RESERVE_RATIO 0.33 Min manpower ratio to show air reserves alert
THEATRES_BIND_BORDER_DISTANCE 25000 Map distance (before sqrt) between the center of the borders that determines if theatres should be bound or not.
POLITICAL_POWER_CAP 2000.0 Max amount of political power country should have
RESISTANCE_IMPORTANT_LEVEL 0.05 Level when resistance becomes dangerous
MIN_MAJOR_COUNTRIES 7 MIN_MAJOR_COUNTRIES countries with most factories will be considered as major countries
ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO 0.7 Countries will also be considered major when having more factories that the average of top MIN_MAJOR_COUNTRIES countries' factories times ADDITIONAL_MAJOR_COUNTRIES_IC_RATIO
BASE_TENSION_MAJOR_COUNTRY_INDEX 1 Which major country should be considered the base country when scaling generated world tension. 0 is the country with the most factories, 1 is the second most-factories country etc. This number has to be lower than MIN_MAJOR_COUNTRIES
MIN_NAVAL_SUPPLY_EFFICIENCY 0.1 Min ratio when supplies will be considered delivered from the capital by naval path
PARADROP_AIR_SUPERIORITY_RATIO 0.7 Min ratio of air superiority for paradropping
STATE_VALUE_BUILDING_SLOTS_MULT 4.0 The Value of each building slot in a state ( Value is used to determine costs in peace conference and PP cost to occupy )
STATE_VALUE_RESEOURCE_MULT 0.2 The Value of each resource in a state ( Value is used to determine costs in peace conference and PP cost to occupy)
STATE_OCCUPATION_COST_MULTIPLIER 0.01 Multiplier for state value to PP cost for occupation
STATE_VALUE_NON_CORE_STATE_FRACTION 0.5 If a state is not a core we assume we will get 50% of the factory slots
INVASION_REPORT_EXPERATION_DAYS 30 Invasion experation days
MIN_FOCUSES_FOR_CONTINUOUS 10 Focuses needed to unlock continuous focuses
AUTONOMOUS_TOTAL_SCORE 4000 Total score for autonomous scale
AUTONOMOUS_SPILLOVER 0.025 Total score that can be saved to reach next level
CIVIL_WAR_INVOLVEMENT_MIN_TENSION 0.5 base value of world tension to involve other sides to the civil war
UNCAPITULATE_LEVEL 0.1 if we reclaim this much and our capital we reset capitulate status
BASE_SURRENDER_LIMIT 0.8 Base level of occupation required for country surrender
MIN_SURRENDER_LIMIT 0.1 Minimum non-forced surrender limit. valid 0-1
BASE_MOBILIZATION_SPEED 0.01 Base speed of manpower mobilization #in 1/1000 of 1 %
BOMBING_WAR_SUPPORT_SCALE -3e-05 Scaling of health damaged by bombers to war support impact
MAX_BOMBING_WAR_SUPPORT_IMPACT 0.3 Max impact of bombing on the war support
INTERCEPTION_WAR_SUPPORT_SCALE 2e-05 Scaling of interceptions to war support impact
HEROES_BEING_KILLED_WAR_SUPPORT_IMPACT 0.3 Max impact of war heroes being killed
HEROES_BEING_KILLED_WAR_SUPPORT_SCALE 0.008 Scaling of war heroes total damage to war support
INTERCEPTION_BOMBING_WAR_SUPPORT_IMPACT 0.3 Max impact of interceptions on the war support
NUM_DAYS_TO_FULLY_DELETE_STOCKPILED_EQUIPMENT 90 time in days to fully delete equipments from stockpile. when you delete an equipment, they go to a temporary hidden pool which still can be seized
AIR_SUPPLY_CONVERSION_SCALE 0.05 Conversion scale for planes to air supply
AIR_SUPPLY_DROP_EXPIRATION_HOURS 168 Air drop length after being dropped
STARTING_COMMAND_POWER 0.0 starting command power for every country
BASE_MAX_COMMAND_POWER 100.0 base value for maximum command power
BASE_COMMAND_POWER_GAIN 0.006 base value for daily command power gain
AIR_VOLUNTEER_PLANES_LIMIT 0.2 Ratio for volunteer planes available for sending in relation to sender air force
AIR_VOLUNTEER_BASES_CAPACITY_LIMIT 0.1 Ratio for volunteer planes available for sending in relation to receiver air base capacity
ATTACHE_XP_SHARE 0.2 Country received xp from attaches
SPECIAL_FORCES_CAP_BASE 0.05 Max ammount of special forces battalions is total number of non-special forces battalions multiplied by this and modified by a country modifier
SPECIAL_FORCES_CAP_MIN 24 You can have a minimum of this many special forces battalions, regardless of the number of non-special forces battalions you have, this can also be modified by a country modifier
DAYS_OF_WAR_BEFORE_SURRENDER 7 Number of days a war has to have existed before anyone can surrender in it

NProduction[edit]

Name Default Comment
MAX_EQUIPMENT_RESOURCES_NEED 3 Max number of different strategic resources an equipment can be dependent on.
MAX_CIV_FACTORIES_PER_LINE 15 Max number of factories that can be assigned a single production line.
MAX_NAV_FACTORIES_PER_LINE 15
MAX_MIL_FACTORIES_PER_LINE 150
EFFICIENCY_LOSS_PER_UNUSED_DAY 1 Daily loss of efficiency for unused factory slots ( efficiency is tracked per factory slot in the production line )
MAX_LINE_RESOURCE_PENALTY 90 Max penalty factor for production lines lacking strategic resources in %.
RESOURCE_PENALTY_WARNING_CRITICAL_RATIO 0.8 Switch to red progress bar if penalty is over threshold
BASE_FACTORY_SPEED 5 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_MIL 5 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_NAV 2.5 Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_START_EFFICIENCY_FACTOR 10 Base start efficiency for factories expressed in %.
BASE_FACTORY_MAX_EFFICIENCY_FACTOR 50 Base max efficiency for factories expressed in %.
BASE_FACTORY_EFFICIENCY_GAIN 1 Base efficiency factor.
BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR 0.1 Factory efficiency balancing factor
BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR 90 Base factor for changing production variants in %.
BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR 30 Base factor for changing production parent<->children in %.
BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR 70 Base factor for changing production with same family in %.
BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR 20 Base factor for changing production with same archetype in %.
BASE_CONSUMER_GOODS_NEED_FACTOR 50 Base factor for the consumer goods need of civilian factories in %.
EQUIPMENT_BASE_LEND_LEASE_WEIGHT 1.0 Base equipment lend lease weight
EQUIPMENT_LEND_LEASE_WEIGHT_FACTOR 0.01 Base equipment lend lease factor
ANNEX_STOCKPILES_RATIO 1.0 How much stockpiled equipment will be transferred on annexation
ANNEX_FIELD_EQUIPMENT_RATIO 0.25 How much equipment from deployed divisions will be transferred on annexation
ANNEX_CONVOYS_RATIO 0.15 How many convoys will be transferred on annexation
MIN_POSSIBLE_TRAINING_MANPOWER 100000 How many deployment lines minimum can be training
MIN_FIELD_TO_TRAINING_MANPOWER_RATIO 0.75 Ratio which % of army in field can be trained
CAPITULATE_STOCKPILES_RATIO 0.5 How much equipment from deployed divisions will be transferred on capitulation
INFRA_MAX_CONSTRUCTION_COST_EFFECT 1 Building in a state with higher infrastructure will reduce the cost of shared buildings.
PRODUCTION_RESOURCE_LACK_PENALTY -0.05 Penalty decrease while lack of resource per factory
MIN_LICENSE_ACTIVE_DAYS 30 Min days for license to be active
BASE_LICENSE_IC_COST 1 Base IC cost for lended license
LICENSE_IC_COST_YEAR_INCREASE 1 IC cost equipment for every year of equipment after 1936
LICENSE_EQUIPMENT_BASE_SPEED -0.25 base MIC speed modifier for licensed equipment
LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR -0.05 MIC speed modifier for licensed equipment for each year of difference between actual and latest equipment
LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS 4 Maximum years for MIC speed modifier
LICENSE_EQUIPMENT_SPEED_NOT_FACTION -0.1 MIC speed modifier for licensed equipment for not being in faction
LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR 2.0 XP cost for upgrading licensed equipment
LICENSE_EQUIPMENT_SPEED_NO_LICENSE -0.5 Penalty for producing non licensed equipment
CONVERSION_SPEED_BONUS 2.0 Modifier to the production speed when converting equipment

NTechnology[edit]

Name Default Comment
MAX_SUBTECHS 3 Max number of sub technologies a technology can have.
BASE_RESEARCH_POINTS_SAVED 30.0 Base amount of research points a country can save per slot.
BASE_YEAR_AHEAD_PENALTY_FACTOR 2 Base year ahead penalty
BASE_TECH_COST 100 Base cost for a tech. multiplied with tech cost and ahead of time penalties
MAX_TECH_SHARING_BONUS 0.5 Max technology sharing bonus that can be applied instantly
LICENSE_PRODUCTION_TECH_BONUS 0.2 License production tech bonus

NPolitics[edit]

Name Default Comment
BASE_LEADER_TRAITS 3 Base amount of leader traits.
MAX_RANDOM_LEADERS 1 Maximum amount random leader to have per party.
BASE_POLITICAL_POWER_INCREASE 2 Weekly increase of PP.
ARMY_LEADER_COST 5 cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type
NAVY_LEADER_COST 5 cost for recruiting new leaders, 'this value' * number_of_existing_leaders_of_type
GOAL_COST_FACTOR 1.0 Multiplayer for cost of political goals
LEADER_TRAITS_XP_SHOW 0.05 Amount of XP a trait needs to be shown in tooltips of a leader.
REVOLTER_PARTY_POPULARITY 0.4 Revolter party loses 80% popularity when the civil war breaks out
MIN_OVERTHROWN_GOVERNMENT_SUPPORT_RATIO 0.4 Min possible support for new government after puppeting the government
NUM_OCCUPATION_POLICIES 4 Number of potential occupation policies
DEFAULT_OCCUPATION_POLICY 1 Defaullt value for occupation policy
INSTANT_WIN_REVOLTER_POPULARITY_RATIO 0.4 Min party popularity for instant win in one province state
INSTANT_WIN_POPULARITY_WIN 50 New party popularity

NBuildings[edit]

Name Default Comment
ANTI_AIR_SUPERIORITY_MULT 5.0 How much air superiority reduction to the enemy does our AA guns? Normally each building level = -1 reduction. With this multiplier.
MAX_BUILDING_LEVELS 15 Max levels a building can have.
AIRBASE_CAPACITY_MULT 200 Each level of airbase building multiplied by this, gives capacity (max operational value). Value is int. 1 for each airplane.
ROCKETSITE_CAPACITY_MULT 100 Each level of rocketsite building multiplied by this, gives capacity (max operational value). Value is int. 1 for each rocket.
NAVALBASE_CAPACITY_MULT 10.0 Each level of navalbase building multiplied by this, gives max capacity. Value is float. Each ship takes port_capacity_usage space.
NAVALBASE_REPAIR_MULT 0.075 Each level of navalbase building repairs X strength. The value is spread on all ships needed reparation. Fe Navalbase lvl 5 x 0.5 str repair = 2.5 str repaired over 10 ships, so each ship repair hourly 0.25 str.
RADAR_RANGE_BASE 20 Radar range base, first level radar will be this + min, best radar will be this + max
RADAR_RANGE_MIN 20 Radar range (from state center to province center) in measure of map pixels. Exluding techs.
RADAR_RANGE_MAX 200 Range is interpolated between building levels 1-15.
RADAR_INTEL_EFFECT 40 Province covered by radar increases intel by 10 (where 255 is max). Province may be covered by multiple radars, then the value sums up.
ENCRYPTION_INTEL_EFFECT 50 Intel level effect by encryption (reduces intel gained from country with encryption higher than other countries decryption)
DECRYPTION_INTEL_EFFECT 50 Intel level effect by decryption (increases intel gained from country with decryption lower than other countries decryption)
SABOTAGE_FACTORY_DAMAGE 100.0 How much damage takes a factory building in sabotage when state is occupied. Damage is mult by (1 + resistance strength), i.e. up to 2 x base value.
BASE_FACTORY_REPAIR 0.3 Default repair rate before factories are taken into account
BASE_FACTORY_REPAIR_FACTOR 2.0 Factory speed modifier when repairing.
SUPPLY_PORT_LEVEL_THROUGHPUT 3 supply throughput per level of naval base
INFRA_TO_SUPPLY 2
INFRA_TO_SUPPLY_COEFF 1
MAX_SHARED_SLOTS 25 Max slots shared by factories
OWNER_CHANGE_EXTRA_SHARED_SLOTS_FACTOR 0.5 Scale factor of extra shared slots when state owner change.
DESTRUCTION_COOLDOWN_IN_WAR 30 Number of days cooldown between removal of buildings in war times
INFRASTRUCTURE_RESOURCE_BONUS 0.1 multiplactive resource bonus for each level of (non damaged) infrastructure

NDeployment[edit]

Name Default Comment
BASE_DEPLOYMENT_TRAINING 1 Base training done each day during deployment.

NMilitary[edit]

Name Default Comment
COMBAT_VALUE_ORG_IMPORTANCE 1 Multiplier on TotalOrganisation when determining the combat value of a division
COMBAT_VALUE_STR_IMPORTANCE 1 Multiplier on TotalStrength when determining the combat value of a division
HOURLY_ORG_MOVEMENT_IMPACT -0.2 how much org is lost every hour while moving an army.
ZERO_ORG_MOVEMENT_MODIFIER -0.8 speed impact at 0 org.
INFRA_ORG_IMPACT 0.5 scale factor of infra on org regain.
UNIT_DAMAGE_TO_WAR_SUPPORT_REDUCTION_MULT 0.5 if a unit reduces war support when it is damaged, this base multiplier is multiplied by the total damage they suffered to convert it war support damage
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT -0.05 speed penalty per infrastucture below maximum.
WAR_SCORE_LOSSES_RATIO 0.2 Scale how much losses will affect warscore ( per 1000 losses ).
WAR_SCORE_LOSSES_MULT_IF_CAPITULATED 0.5 How much your losses count towards warscore if you have capitulated.
WAR_SCORE_AIR_WORTH 0.1 how much strategic bombing will affect warscore
WAR_SCORE_AIR_WORTH_CAP 1000 the warscore limit we get from strategic bombing
WAR_SCORE_AIR_MONTHLY_FALLOFF 10 how much the warscore we got from the strategic bombing falls off every month.
CORPS_COMMANDER_DIVISIONS_CAP 24 how many divisions a corps commander is limited to. 0 = inf, < 0 = blocked
CORPS_COMMANDER_ARMIES_CAP -1 how many armies a corps commander is limited to. 0 = inf, < 0 = blocked
FIELD_MARSHAL_DIVISIONS_CAP 24 how many divisions a field marshall is limited to. 0 = inf, < 0 = blocked
FIELD_MARSHAL_ARMIES_CAP 5 how many armies a field marshall is limited to. 0 = inf, < 0 = blocked
UNIT_LEADER_GENERATION_CAPITAL_CONTINENT_FACTOR 100 Integer factor to multiply manpower.
RECON_SKILL_IMPACT 5 how many skillpoints is a recon advantage worth when picking a tactic.
MAX_DIVISION_BRIGADE_WIDTH 5 Max width of regiments in division designer.
MAX_DIVISION_BRIGADE_HEIGHT 5 Max height of regiments in division designer.
MAX_DIVISION_SUPPORT_WIDTH 1 Max width of support in division designer.
MAX_DIVISION_SUPPORT_HEIGHT 5 Max height of support in division designer.
BASE_DIVISION_BRIGADE_GROUP_COST 20 Base cost to unlock a regiment slot,
BASE_DIVISION_BRIGADE_CHANGE_COST 5 Base cost to change a regiment column.
BASE_DIVISION_SUPPORT_SLOT_COST 10 Base cost to unlock a support slot
MAX_ARMY_EXPERIENCE 500 Max army experience a country can store
MAX_NAVY_EXPERIENCE 500 Max navy experience a country can store
MAX_AIR_EXPERIENCE 500 Max air experience a country can store
COMBAT_MINIMUM_TIME 4 Shortest time possible for a combat in hours
SPOTTING_QUALITY_DROP_HOURS 4 Each X hours the intel quality drops after unit was spotted.
LEADER_GROUP_MAX_SIZE 1000 Max slots for leader groups.
MIN_SUPPLY_CONSUMPTION 0.05 minimum value of supply consumption that a unit can get
LAND_COMBAT_ORG_DICE_SIZE 4 nr of damage dice
LAND_COMBAT_STR_DICE_SIZE 2 nr of damage dice
LAND_COMBAT_STR_DAMAGE_MODIFIER 0.05 global damage modifier... but some equipment is returned at end of battles see : EQUIPMENT_COMBAT_LOSS_FACTOR
LAND_COMBAT_ORG_DAMAGE_MODIFIER 0.05 global damage modifier
LAND_AIR_COMBAT_STR_DAMAGE_MODIFIER 0.04 air global damage modifier
LAND_AIR_COMBAT_ORG_DAMAGE_MODIFIER 0.04 global damage modifier
LAND_AIR_COMBAT_MAX_PLANES_PER_ENEMY_WIDTH 3 how many CAS/TAC can enter a combat depending on enemy width there
LAND_COMBAT_STR_ARMOR_ON_SOFT_DICE_SIZE 2 extra damage dice if our armor outclasses enemy
LAND_COMBAT_ORG_ARMOR_ON_SOFT_DICE_SIZE 6 extra damage dice if our armor outclasses enemy
LAND_COMBAT_STR_ARMOR_DEFLECTION_FACTOR 0.5 damage reduction if armor outclassing enemy
LAND_COMBAT_ORG_ARMOR_DEFLECTION_FACTOR 0.5 damage reduction if armor outclassing enemy
LAND_COMBAT_COLLATERAL_FACTOR 0.005 Factor to scale collateral damage to infra and forts with.
LAND_COMBAT_FORT_DAMAGE_CHANCE 5 chance to get a hit to damage on forts. (out of 100)
ATTRITION_DAMAGE_ORG 0.1 damage from attrition to Organisation
ATTRITION_EQUIPMENT_LOSS_CHANCE 0.1 Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability.
ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE 0.1 Chance for loosing equipment when suffer attrition. Scaled up the stronger attrition is. Then scaled down by equipment reliability.
ATTRITION_WHILE_MOVING_FACTOR 1
BASE_CHANCE_TO_AVOID_HIT 90 Base chance to avoid hit if defences left.
CHANCE_TO_AVOID_HIT_AT_NO_DEF 60 chance to avoid hit if no defences left.
COMBAT_MOVEMENT_SPEED 0.33 speed reduction base modifier in combat
TACTIC_SWAP_FREQUENCEY 24 hours between tactic swaps
INITIATIVE_PICK_COUNTER_ADVANTAGE_FACTOR 0.35 advantage per leader level for picking a counter
BASE_COMBAT_WIDTH 80 base combat width
ADDITIONAL_COMBAT_WIDTH 40 more opened up by support attack
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 total progress cost of movement while amphibious invading
LAND_SPEED_MODIFIER 0.05 basic speed control
RIVER_CROSSING_PENALTY -0.3 small river crossing
RIVER_CROSSING_PENALTY_LARGE -0.6 large river crossing
RIVER_CROSSING_SPEED_PENALTY -0.25 small river crossing
RIVER_CROSSING_SPEED_PENALTY_LARGE -0.5 large river crossing
RIVER_SMALL_START_INDEX 0 color indices for rivers
RIVER_SMALL_STOP_INDEX 6
RIVER_LARGE_STOP_INDEX 11
BASE_FORT_PENALTY -0.15 fort penalty
BASE_STACKING_PENALTY -0.1 multiple direction attack penalty
MULTIPLE_COMBATS_PENALTY -0.5 defender penalty if attacked from multiple directions
DIG_IN_FACTOR 0.02 bonus factor for each dug-in level
LEADER_SKILL_FACTOR 0.05 bonus per skill level of leader
ARMY_LEADER_XP_GAIN_PER_UNIT_IN_COMBAT 0.06 XP gain per unit in combat
CONSTANT_XP_RATIO_FOR_MULTIPLE_LEADERS_IN_SAME_COMBAT 0.5 if there are multiple leaders in same combat, each one gets thisratio + 1-thisratio/num leaders. amount of xp each general gets scales 1 0.75 0.66 etc for 1 2 3 generals
BASE_LEADER_TRAIT_GAIN_XP 0.5 Base xp gain for traits per hour for armies
MAX_NUM_TRAITS -1 cant have more, -1 to disable
ENEMY_AIR_SUPERIORITY_IMPACT -0.35 effect on defense due to enemy air superiorty
ENEMY_AIR_SUPERIORITY_DEFENSE 0.7 more AA attack will approach this amount of help (diminishing returns)
ENEMY_AIR_SUPERIORITY_DEFENSE_STEEPNESS 112 how quickly defense approaches the max impact diminishing returns curve
ENEMY_AIR_SUPERIORITY_SPEED_IMPACT -0.3 effect on speed due to enemy air superiority
ENCIRCLED_PENALTY -0.3 penalty when completely encircled
WARSCORE_WINNER_FACTOR 1 Warscore effect on winners
WARSCORE_DEFENDER_FACTOR 0.3 Warscore effect on defender
WARSCORE_LOSS_FACTOR 0.2 Warscore effect on losing
WARSCORE_TOTAL_FACTOR 3 Warscore balancing value
WARSCORE_PROVINCE_FACTOR 0.2 Warscore effect from province
WARSCORE_MIN_HOURS 48 minimum hours
UNIT_EXPERIENCE_PER_COMBAT_HOUR 0.0001
UNIT_EXPERIENCE_SCALE 1.0
UNIT_EXPERIENCE_PER_TRAINING_DAY 0.0015
TRAINING_MAX_LEVEL 2
DEPLOY_TRAINING_MAX_LEVEL 1
TRAINING_EXPERIENCE_SCALE 62.0
TRAINING_ORG 0.2
ARMY_EXP_BASE_LEVEL 1
UNIT_EXP_LEVELS 0.1 Experience needed to progress to the next level
FIELD_EXPERIENCE_SCALE 0.002
FIELD_EXPERIENCE_MAX_PER_DAY 3 Most xp you can gain per day
EXPEDITIONARY_FIELD_EXPERIENCE_SCALE 0.5 reduction factor in Xp from expeditionary forces
LEND_LEASE_FIELD_EXPERIENCE_SCALE 0.005 Experience scale for lend leased equipment used in combat.
LEADER_EXPERIENCE_SCALE 1.0
SLOWEST_SPEED 4
REINFORCEMENT_REQUEST_MAX_WAITING_DAYS 14 Every X days the equipment will be sent, regardless if still didn't produced all that has been requested.
REINFORCEMENT_REQUEST_DAYS_FREQUENCY 7 How many days must pass until we may give another reinforcement request
EXPERIENCE_COMBAT_FACTOR 0.25
ALERT_VERY_LOW_SUPPLY_LEVEL 0.3 At which point we show up the low and very low supply level alert. Value is in % of supplies supported vs required.
ALERT_LOW_SUPPLY_LEVEL 0.9
UNIT_DIGIN_CAP 5 you can dig you can dig in until hitting max bonus
UNIT_DIGIN_SPEED 1 you can dig a day.
PARACHUTE_FAILED_EQUIPMENT_DIV 50.0 When the transport plane was shot down, we drop unit with almost NONE equipment
PARACHUTE_FAILED_MANPOWER_DIV 100.0 When the transport plane was shot down, we drop unit with almost NONE manpower
PARACHUTE_FAILED_STR_DIV 10.0 When the transport plane was shot down, we drop unit with almost NONE strenght
PARACHUTE_DISRUPTED_EQUIPMENT_DIV 1.5 When the transport plane was hit, we drop unit with reduced equipment. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_DISRUPTED_MANPOWER_DIV 1.9 When the transport plane was hit, we drop unit with reduced manpower. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_DISRUPTED_STR_DIV 2.2 When the transport plane was hit, we drop unit with reduced strength. Penalty is higher as more hits was received (and AA guns was in the state).
PARACHUTE_PENALTY_RANDOMNESS 0.1 Random factor for str,manpower,eq penalties.
PARACHUTE_DISRUPTED_AA_PENALTY 1 How much the Air defence in the state (from AA buildings level * air_defence) is scaled to affect overall disruption (equipment,manpower,str).
PARACHUTE_COMPLETE_ORG 0.1 Organisation value (in %) after unit being dropped, regardless if failed, disrupted, or successful.
PARACHUTE_ORG_REGAIN_PENALTY_DURATION 120 penalty in org regain after being parachuted. Value is in hours.
PARACHUTE_ORG_REGAIN_PENALTY_MULT -0.8 penalty to org regain after being parachuted.
SHIP_MORALE_TO_ORG_REGAIN_BASE 0.2 Base org regain per hour
BASE_NIGHT_ATTACK_PENALTY -0.5
IS_AMPHIBIOUS_LIMNIT 0.0 If the amphibious movement is _above_ this limit it is considered amphibious
EXILE_EQUIPMENT 1.0 Amount of equipment to keep
EXILE_ORG 0.0 Amount of org to keep
EXPERIENCE_LOSS_FACTOR 1.0 percentage of experienced solders who die when manpower is removed
EQUIPMENT_COMBAT_LOSS_FACTOR 0.7 % of equipment lost to strength ratio in combat, so some % is returned if below 1
SUPPLY_USE_FACTOR_MOVING 1.5 supply use when moving/fighting vs inactive
SUPPLY_USE_FACTOR_INACTIVE 0.95
SUPPLY_GRACE 72 troops always carry 3 days of food and supply
SUPPLY_GRACE_MAX_REDUCE_PER_HOUR 2 supply grace is not decreased instantly when it is buffed temporarily and buff is removed
MAX_OUT_OF_SUPPLY_DAYS 30 how many days of shitty supply until max penalty achieved
OUT_OF_SUPPLY_ATTRITION 0.3 max attrition when out of supply
OUT_OF_SUPPLY_SPEED -0.8 max speed reduction from supply
NON_CORE_SUPPLY_SPEED -0.5 we are not running on our own VP supply so need to steal stuff along the way
NON_CORE_SUPPLY_AIR_SPEED -0.25 we are not running on our own VP supply so need to steal stuff along the way, a bit less due to air supply
OUT_OF_SUPPLY_MORALE -0.3 max org regain reduction from supply
TRAINING_ATTRITION 0.06 amount of extra attrition from being in training
TRAINING_MIN_STRENGTH 0.1 if strength is less than this, the unit will pause training until it's been reinforced
AIR_SUPPORT_BASE 0.25 CAS bonus factor for air support moddifier for land unit in combat
LOW_SUPPLY 0.99 When the supply status of an unit becomes low.
UNIT_LEADER_MAX_SKILL_XP_BOOST_FACTOR 2.0 When a commander is at maximum level, he gains ranks faster.
BORDER_WAR_ATTRITION_FACTOR 0.1 How much of borderwar balance of power makes it into attrition
BORDER_WAR_VICTORY 0.8 At wich border war balance of power is victory declared
REINFORCE_CHANCE 0.02 base chance to join combat from back line when empty
SPEED_REINFORCEMENT_BONUS 0.01 chance to join combat bonus by each 100% larger than infantry base (up to 200%)
OVERSEAS_LOSE_EQUIPMENT_FACTOR 0.75 percentage of equipment lost disbanded overseas
ENCIRCLED_DISBAND_MANPOWER_FACTOR 0.2 percentage of manpower returned when an encircled unit is disbanded
ORG_LOSS_FACTOR_ON_CONQUER 0.2 percentage of (max) org loss on takign enemy province
LOW_ORG_FOR_ATTACK 0.5 at what org % we start affecting speed when doign hostile moves. scales down ZERO_ORG_MOVEMENT_MODIFIER
PLANNING_DECAY 0.01
PLAYER_ORDER_PLANNING_DECAY 0.08 Amount of planning lost due to player manual order
PLANNING_GAIN 0.02
PLANNING_MAX 0.3 can get more from techs
CIVILWAR_ORGANIZATION_FACTOR 0.3 Multiplier of org for both sides when civilwar.
LAND_COMBAT_ATTACKER_WINNING 0.65 Above this means attacker is winning
LAND_COMBAT_DEFENDER_WINNING 0.35 Below this means defender is winning
PLAN_CONSIDERED_GOOD 0.25 Plan evaluations above this value are considered more or less safe
PLAN_CONSIDERED_BAD -0.25 Plan evaluations below this value are considered unsafe
PLAN_MIN_AUTOMATED_EMPTY_POCKET_SIZE 2 The battle plan system will only automatically attack provinces in pockets that has no resistance and are no bigger than these many provinces
PLAN_SPREAD_ATTACK_WEIGHT 13.0 The higher the value, the less it should crowd provinces with multiple attacks.
PLAN_SUPPLY_FACTOR 0.1 Factor applied to available supply on a front location when determining priority
PLAN_NEIGHBORING_ENEMY_PROVINCE_FACTOR 0.7 When calculating the importance of provinces, it takes number of enemy provinces into account, factored by this
PLAN_PROVINCE_BASE_IMPORTANCE 2.0 Used when calculating the calue of front and defense area provinces for the battle plan system
PLAN_PROVINCE_LOW_VP_IMPORTANCE_AREA 2.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_AREA 5.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_AREA 10.0 Used when calculating the value of defense area in the battle plan system
PLAN_PROVINCE_CAPITAL_IMPORTANCE_AREA 50.0 Used when calculating the balue of defense area in the battle plan system
PLAN_PROVINCE_LOW_VP_IMPORTANCE_FRONT 2.0 Used when calculating the calue of fronts in the battle plan system
PLAN_PROVINCE_MEDIUM_VP_IMPORTANCE_FRONT 2.25 Used when calculating the calue of fronts in the battle plan system
PLAN_PROVINCE_HIGH_VP_IMPORTANCE_FRONT 2.75 Used when calculating the calue of fronts in the battle plan system
PLAN_SHARED_FRONT_PROV_IMPORTANCE_FACTOR 0.8 If fornt orders share end provinces, they should each have a somewhat reduced prio due to it being shared.
PLAN_PORVINCE_PORT_BASE_IMPORTANCE 12.0 Added importance for area defense province with a port
PLAN_PORVINCE_PORT_LEVEL_FACTOR 1.5 Bonus factor for port level
PLAN_PORVINCE_AIRFIELD_BASE_IMPORTANCE 3.0 Added importance for area defense province with air field
PLAN_PORVINCE_AIRFIELD_POPULATED_FACTOR 1.5 Bonus factor when an airfield has planes on it
PLAN_PORVINCE_AIRFIELD_LEVEL_FACTOR 0.25 Bonus factor for airfield level
PLAN_PORVINCE_RESISTANCE_BASE_IMPORTANCE 10.0 Used when calculating the calue of defense area provinces for the battle plan system (factored by resistance level)
PLAN_TAKE_UNIT_PAIN_DISTANCE_SAME_CONTROLLER_AREA 24.0 Used to lower how painful it is to take a unit for defense order within same controller area
PLAN_TAKE_UNIT_PAIN_DISTANCE_OTHER_CONTROLLER_AREA 12.0 Used to lower how painful it is to take a unit for defense order from different controller area
PLAN_AREA_DEFENSE_ENEMY_CONTROLLER_SCORE 15.0 Score applied to provinces in the defense area order controlled by enemies
PLAN_AREA_DEFENSE_ENEMY_UNIT_FACTOR -2.0 Factor applied to province score in area defense order per enemy unit in that province
PLAN_AREA_DEFENSE_FORT_IMPORTANCE 0.25 Used when calculating the calue of defense area provinces for the battle plan system, works as multipliers on the rest
PLAN_AREA_DEFENSE_COASTAL_FORT_IMPORTANCE 3.0 Used when calculating the calue of defense area provinces for the battle plan system
PLAN_AREA_DEFENSE_COAST_NO_FORT_IMPORTANCE 1.1 Used when calculating the calue of defense area provinces for the battle plan system
PLAN_STICKINESS_FACTOR 100.0 Factor used in unitcontroller when prioritizing units for locations
PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN 0.8 Lowest fraction of divisions that will be distributed based on province priority
PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX 1.0 Highest fraction of divisions that will be distributed based on province priority
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_HIGH 4.0 At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MIN
PLAN_PROVINCE_PRIO_DISTRIBUTION_DPP_LOW 2.0 At what divisions per province should we use PLAN_PROVINCE_PRIO_DISTRIBUTION_MAX
PLAN_EXECUTE_CAREFUL_LIMIT 25 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_BALANCED_LIMIT 0 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_RUSH -200 When looking for an attach target, this score limit is required in the battle plan to consider province for attack
PLAN_EXECUTE_CAREFUL_MAX_FORT 5 If execution mode is set to careful, units will not attack provinces with fort levels greater than or equal to this
PLAN_MAX_PROGRESS_TO_JOIN 0.5 If Lower progress than this, probably needs support
PLAN_BLITZ_OPTIMISM 0.2 Additional combat balance value in favor of blitzing side when considering targets (not a combat bonus, just offsets planning)
FLANKED_PROVINCES_COUNT 3 Attacker has to attack from that many provinces for the attack to be considered as flanking
NUKE_MIN_DAMAGE_PERCENT 0.1 Minimum damage from nukes as a percentage of current strength/organisation
NUKE_MAX_DAMAGE_PERCENT 0.9 Minimum damage from nukes as a percentage of current strength/organisation
EQUIPMENT_REPLACEMENT_RATIO 0.1 Equipment min ratio after blocking the equipment type
NUKE_DELAY_HOURS 12 How many hours does it take for the nuclear drop to happen
PARADROP_PENALTY -0.3 Combat penalty when recently paradropped
PARADROP_HOURS 48 time paratroopers suffer penalties in combat
COMBAT_SUPPLY_LACK_IMPACT -0.33 combat penalty if out of supply
COMBAT_STACKING_START 8 at what nr of divisions stacking penalty starts
COMBAT_STACKING_EXTRA 4 extra stacking from directions
COMBAT_STACKING_PENALTY -0.02 how much stackign penalty per division
COMBAT_OVER_WIDTH_PENALTY -2 over combat width penalty per %.
COMBAT_OVER_WIDTH_PENALTY_MAX -0.33 over combat width max (when you cant join no more).
RETREAT_SPEED_FACTOR 0.25 speed bonus when retreating
WITHDRAWING_SPEED_FACTOR 0.15 speed bonus when withdrawing
STRATEGIC_SPEED_BASE 10.0 Speed of strategic redeployment
STRATEGIC_INFRA_SPEED 10.0 Max of additional speed gained trouh=gh level for strategic redeployment per infra
STRATEGIC_REDEPLOY_ORG_RATIO 0.1 Ratio of max org while strategic redeployment
BATALION_NOT_CHANGED_EXPERIENCE_DROP 0.0 Division experience drop if unit has same batalion
BATALION_CHANGED_EXPERIENCE_DROP 0.5 Division experience drop if unit has different batalion
ARMOR_VS_AVERAGE 0.3 how to weight in highest armor & pen vs the division average
PEN_VS_AVERAGE 0.4
DECRYPTION_ADVANTAGE_BONUS 0.05 How much unit base damage and base defense is increased per decryption level compared to enemies average encryption level (ex: dec. level is 5 and enemy average enc. level is 3 then 5-3 = 2 which gives 10 % increase)
LAND_EQUIPMENT_BASE_COST 10 Cost in XP to upgrade a piece of equipment one level is base + ( total levels * ramp )
LAND_EQUIPMENT_RAMP_COST 5
NAVAL_EQUIPMENT_BASE_COST 25
NAVAL_EQUIPMENT_RAMP_COST 5
AIR_EQUIPMENT_BASE_COST 25
AIR_EQUIPMENT_RAMP_COST 5
FASTER_ORG_REGAIN_LEVEL 0.25
FASTER_ORG_REGAIN_MULT 1.0
SLOWER_ORG_REGAIN_LEVEL 0.75
SLOWER_ORG_REGAIN_MULT -0.5
DISBAND_MANPOWER_LOSS 0.7
MIN_DIVISION_DEPLOYMENT_TRAINING 0.2 Min level of division training
FRONT_MIN_PATH_TO_REDEPLOY 8 If a units path is at least this long to reach its front location, it will strategically redeploy.
ARMY_INITIATIVE_REINFORCE_FACTOR 0.25 scales initiative for reinforce chance
BASE_CAPTURE_EQUIPMENT_RATIO 0.0 after a successful land combat, ratio of the equipments that are being captured/salvaged from enemy's lost equipment
ACCLIMATIZATION_IN_COMBAT_SPEED_FACTOR 3 Acclimatization speed multiplier while being in combat.
ACCLIMATIZATION_SPEED_GAIN 0.15 A variable used to balance the overall speed of gaining the acclimatization
ACCLIMATIZATION_LOSS_SPEED_FACTOR 2.0 Loosing one acclimatization while being under affect of the opposite climate should cause it to drop down much faster than gaining.
ABILITY_STAFF_OFFICE_PLAN_COST 2.0 cost of using staff office plan ability
ABILITY_STAFF_OFFICE_PLAN_BOOST_RATIO 0.5 ratio of planning done when staff office plan ability is used
PROMOTE_LEADER_CP_COST 30.0 cost of promoting a leader
CORPS_COMMANDER_ASSIGNABLE_TRAIT_NUM 2 maximum number of traits that can be assigned to corps commanders
FIELD_MARSHAL_ASSIGNABLE_TRAIT_NUM 3 maximum number of traits that can be assigned to field marshalls
NAVY_LEADER_ASSIGNABLE_TRAIT_NUM 0 maximum number of traits that can be assigned to navy leaders
FIELD_MARSHAL_ARMY_BONUS_RATIO 0.5 ratio to apply regular bonuses FM bonuses to armies
FIELD_MARSHAL_XP_RATIO 0.25 xp gain ratio for army group leaders
GARRISON_ORDER_ARMY_CAP_FACTOR 3.0 armies gets increased cap when they are garrisoned
COMMANDER_LEVEL_UP_STAT_COUNT 3 num stats gained on level up
COMMANDER_LEVEL_UP_STAT_WEIGHTS 5 level up stat random base weights attack, defense, planning, logistics
UNIT_LEADER_MODIFIER_COOLDOWN_ON_GROUP_CHANGE 15 time in days for a unit leader to regain its modifiers
UNIT_LEADER_ASSIGN_TRAIT_COST 15.0 cost to assign a new trait to a unit leader
ATTACHED_WINGS_ORDER_UPDATE_DAYS 5 Days untill the attached wing will update the order
BORDER_WAR_WIN_DAYS_AGAINST_EMPTY_OPPONENTS 14 border wars will be automatically won if no opponent shows up for this duration
MAX_RELATIVE_COMBAT_DAMAGE_TO_MODIFY_XP 4.0 you gain more XP if you are doing more damage relative to enemy, this is the max relative amount to gain following RATe
XP_GAIN_FACTOR_FOR_MAX_RELATIVE_COMBAT_DAMAGE 4.0 XP factor scaling for max relative combat damage
XP_DECAY_RATE_PER_HOUR_IN_COMBAT 0.03 you get reduced XP as combat drags
MIN_XP_RATE_TO_DECAY 0.1 minimum XP factor for dragged combats
XP_GAIN_PER_OVERRUN_UNIT 30.0 fixed XP gain per overrun unit
XP_GAIN_FOR_SHATTERING 30.0 fixed XP gain per shattered unit
UNIT_LEADER_INITIAL_TRAIT_SLOT [1.0, 0.0, 0.0] trait slot for 0 level leader
UNIT_LEADER_TRAIT_SLOT_PER_LEVEL [0.5, 0.5, 0.0] num extra traits on each level
UNIT_LEADER_PERK_SLOT_PER_LEVEL [0.5, 0.5, 0.0] num extra traits on each level
HOURS_REQ_REJOIN_BORDER_WAR_FOR_INJURED_UNITS 336 minimum hours required for units to rejoin border wars
NEW_COMMANDER_RANDOM_PERSONALITY_TRAIT_CHANCES [0.5, 1.5] chances to gain a personality trait for new generals
NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES chances to gain a basic trait for new generals
NEW_COMMANDER_RANDOM_BASIC_TRAIT_CHANCES chances to gain a status trait for new generals
NEW_COMMANDER_RANDOM_SKILL_CHANCES chances to give a random stat skill for new generals

NAir[edit]

Name Default Comment
AIR_WING_FLIGHT_SPEED_MULT 0.02 Global speed multiplier for airplanes (affects fe.transferring to another base)
AIR_WING_MAX_STATS_ATTACK 100 Max stats
AIR_WING_MAX_STATS_DEFENCE 100
AIR_WING_MAX_STATS_AGILITY 100
AIR_WING_MAX_STATS_SPEED 1500
AIR_WING_MAX_STATS_BOMBING 100
AIR_WING_MAX_SIZE 1000 Max amount of airplanes in wing
AIR_WING_BOMB_DAMAGE_FACTOR 2 Used to balance the damage done while bombing.
COMBAT_STACK_LIMIT 2 The biggest allowed dogfight combination (1vs1 or 2vs1). Bigger value cause that amount of airplanes matters more then their stats. Only used in naval air combat, for land air combat see COMBAT_MULTIPLANE_CAP
COMBAT_STAT_IMPORTANCE_SPEED 1 How important is speed when comparing stats.
COMBAT_STAT_IMPORTANCE_AGILITY 1 How important is agility when comparing stats.
BIGGEST_AGILITY_FACTOR_DIFF 2.5 biggest factor difference in agility for doing damage (caps to this)
COMBAT_DAMAGE_STATS_MULTILIER 0.3
COMBAT_BETTER_AGILITY_DAMAGE_REDUCTION 0.45 How much the better agility (then opponent's) can reduce their damage to us.
COMBAT_AMOUNT_DIFF_AFFECT_GANG_CHANCE 0.5 More aircrafts increases chance of situation 2vs1. ( Naval air combat only )
COMBAT_ONE_ON_ONE_CHANCE 0.6 Base chance for 1vs1 situation. ( Naval air combat only )
COMBAT_SITUATION_WIN_CHANCE_FROM_STATS 0.3 How much good stats difference (speed+agility) affects the winning chance (situation win = give a hit, not necessary kill).( Naval air combat only )
COMBAT_SITUATION_WIN_CHANCE_FROM_GANG 0.3 How much bonus gives the airplanes amount advantage (2vs1), to winning the situation.( Naval air combat only )
COMBAT_MAX_WINGS_AT_ONCE 10000 Max amount of air wings in one combat simulation. The higher value, the quicker countries may loose their wings. It's a gameplay balance value.
COMBAT_MAX_WINGS_AT_GROUND_ATTACK 10000 we can really pounce a land strike and escalate
COMBAT_MAX_WINGS_AT_ONCE_PORT_STRIKE 10000 we can really pounce a naval strike and escalate
COMBAT_ATTACK_PASSES_AT_ONCE 0.1 Wing attack stat determines of many re-approaches in single combat they do. This is a scale of this amount to balance the gameplay. Less retries = less bloody combats, and less calculations for the CPU. ( Naval air combat only )
AIR_REGION_SUPERIORITY_PIXEL_SCALE 0.04 air superiority scale = superiority/(pixels*this)
COMBAT_SUP_VS_SUP_ATTACK_CHANCE_SPEED_DIFF 0.25 How much diff in speed between aircrafts affects the chance of who attacks first in superiority vs superiority.( Naval air combat only )
COMBAT_MULTIPLANE_CAP 3.0 How many planes can shoot at each plane on other side ( if there are 100 planes we are atttacking COMBAT_MULTIPLANE_CAP * 100 of our planes can shoot )
COMBAT_DAMAGE_SCALE 0.1 Higher value = more shot down planes
DETECT_CHANCE_FROM_OCCUPATION 0.1 How much the controlled provinces in area affects the air detection base value.
DETECT_CHANCE_FROM_RADARS 0.5 How much the radars in area affects detection chance.
DETECT_CHANCE_FROM_AIRCRAFTS_EFFECTIVE_COUNT 3000 Max amount of aircrafts in region to give full detection bonus.
DETECT_CHANCE_FROM_AIRCRAFTS 0.8 How much aircrafts in region improves air detection (up to effective count).
DETECT_CHANCE_FROM_NIGHT -0.2 How much the night can reduce the air detection. (see static modifiers to check how weather affects it too.)
DETECT_EFFICIENCY_BASE 0.1 Base value for detection efficiency (once something detected, efficiency says how many airplanes was detected).
DETECT_EFFICIENCY_FROM_RADAR 0.7 How much radars affect the efficiency.
DETECT_EFFICIENCY_RANDOM_FACTOR 0.1 How much randomness is in amount of detected aircrafts.
DAY_NIGHT_COVERAGE_FACTOR 0.5 How much of the land in the region must be covered by night to consider doing night missions. The same with the day.
HOURS_DELAY_AFTER_EACH_COMBAT 4 How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip)
CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT 4 how often carrier planes do battle inside naval combat
NAVAL_STRIKE_TARGETTING_TO_AMOUNT 0.3 Balancing value to convert the naval_strike_targetting equipment stats to chances of how many airplanes managed to do successfull strike.
NAVAL_STRIKE_DAMAGE_TO_STR 3.0 Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction.
NAVAL_STRIKE_DAMAGE_TO_ORG 3.0 Balancing value to convert damage ( naval_strike_attack * hits ) to Organisation reduction.
NAVAL_STRIKE_AIR_VS_AIR_PASS_CHANCE 0.5 Balancing value to control
FIELD_EXPERIENCE_SCALE 0.003
FIELD_EXPERIENCE_MAX_PER_DAY 2 Most xp you can gain per day
CLOSE_AIR_SUPPORT_EXPERIENCE_SCALE 0.0005 How much the experinence gained by CAS is scaled
PARADROP_EXPERIENCE_SCALE 0.03 How much the experinence gained by paradropping is scaled
BOMBING_DAMAGE_EXPERIENCE_SCALE 0.0002 How much the experinence gained by bombing is scaled
ACCIDENT_CHANCE_BASE 0.05 Base chance % (0 - 100) for accident to happen. Reduced with higher reliability stat.
ACCIDENT_CHANCE_CARRIER_MULT 2.0 The total accident chance is scaled up when it happens on the carrier ship.
ACCIDENT_CHANCE_BALANCE_MULT 0.5 Multiplier for balancing how often the air accident really happens. The higher mult, the more often.
ACCIDENT_EFFECT_MULT 0.005 Multiplier for balancing the effect of accidents
ACE_DEATH_CHANCE_BASE 0.003 Base chance % for ace pilot die when an airplane is shot down in the Ace wing.
ACE_DEATH_CHANCE_PLANES_MULT 0.001 The more airplanes was lost in a single airplanes (more bloody it was) the higher chance of Ace to die.
ACE_EARN_CHANCE_BASE 0.003 Base chance % for ace pilot to be created. Happens only when successfully kill airplane/ship or damage the buildings.
ACE_EARN_CHANCE_PLANES_MULT 0.001 The more airplanes the wing shots the higher chance of earning Ace.
AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY 0.01 conversion factor to bring agility in line with ship AA
AIR_DAMAGE_TO_DIVISION_LOSSES 1.0 factor for conversion air damage to division losses for details statistics of air wings
AIR_NAVAL_KAMIKAZE_DAMAGE_MULT 20.0 Balancing value to increase usual damage to Strength for Kamikaze
AIR_NAVAL_KAMIKAZE_LOSSES_MULT 4.0 Balancing value to increase usual losses if Kamikaze participating in the battle
BASE_KAMIKAZE_DAMAGE 2.0 Base Kamikaze death rate
BASE_KAMIKAZE_TARGETING 2.0 Kamikaze can't be a bad target
BASE_STRATEGIC_BOMBING_HIT_SHIP_CHANCE 0.01 Chance to hit a ship in port when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_SHIP_DAMAGE_FACTOR 50
BASE_STRATEGIC_BOMBING_HIT_PLANE_CHANCE 0.5 Chance to hit a plane in airbase when it is bombed.
BASE_STRATEGIC_BOMBING_HIT_PLANE_DAMAGE_FACTOR 0.2
STRATEGIC_BOMBER_NUKE_AIR_SUPERIORITY 0.75 How much air superiority is needed for a tactical bomber to be able to nuke a province
AGGRESSION_THRESHOLD 0.0 Threshold levels for mission aggressivity for air
ACE_WING_SIZE 100 size of wing ace bonuses are set up for. if lower more bonus, if higher less bonus
ACE_WING_SIZE_MAX_BONUS 10 biggest bonus we can get from having a small wing with an ace on
NO_SEARCH_MISSION_DETECT_FACTOR -0.5 value of planes not on active search missions for detection
SUPPLY_NEED_FACTOR 0.3 multiplies supply usage
SUPPLY_PRIO_FACTOR 100.0 Effect of supply need per unit for target province picking for air supply
CAPACITY_PENALTY 2 scales penalty of having overcrowded bases.
AIR_COMBAT_FINAL_DAMAGE_SCALE 0.015 % how many max disrupted only planes are alloed to die in a single combat
AIR_COMBAT_FINAL_DAMAGE_PLANES 50 scaling/control for when only very few planes exist to stop roundoff issues
AIR_COMBAT_FINAL_DAMAGE_PLANES_FACTOR 0.1
AA_INDUSTRY_AIR_DAMAGE_FACTOR -0.12 5x levels = 60% defense from bombing
NAVAL_STRIKE_DETECTION_BALANCE_FACTOR 0.7 Value used to scale the surface_visibility stats to balance the gameplay, so 100% detection chance still won't spam the strikes.
LEND_LEASED_EQUIPMENT_EXPERIENCE_GAIN 0.5 Value used for equipment
ANTI_AIR_PLANE_DAMAGE_FACTOR 0.8 Anti Air Gun Damage factor
ANTI_AIR_PLANE_DAMAGE_CHANCE 0.1 Anti Air Gun hit chance
ANTI_AIR_ATTACK_TO_DAMAGE_REDUCTION_FACTOR 1.0 Balancing value to convert equipment stat anti_air_attack to the damage reduction modifier apply to incoming air attacks against units with AA.
ANTI_AIR_MAXIMUM_DAMAGE_REDUCTION_FACTOR 0.75 Maximum damage reduction factor applied to incoming air attacks against units with AA.
AIR_DEPLOYMENT_DAYS 2 Days to deploy one air wing
PORT_STRIKE_ENEMY_SUPERIORITY_LIMIT 0.3 Min air superiority for performing of naval strike
NAVAL_STRIKE_BASE_STR_TO_PLANES_RATIO 0.1 Max airbombers to do port strike comparing to strength
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO 0.05 Max planes that can join a combat comparing to the total strength of the ships
NAVAL_COMBAT_EXTERNAL_PLANES_JOIN_RATIO_PER_DAY 0.2 max extra plane % that can join every day
NAVAL_COMBAT_EXTERNAL_PLANES_MIN_CAP 20 Min cap for planes that can join naval combat
AIR_MORE_GROUND_CREWS_COST 20.0 CP cost to maintain more ground crews
AIR_MORE_GROUND_CREWS_BOOST 0.1 Efficienct boost for more ground crews
EFFICIENCY_REGION_CHANGE_PENALTY_FACTOR 0.9 Penalty applied for changing region
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_DEFAULT 1 Default how much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_CAS 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_NAVAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_TACTICAL_BOMBER 0.192 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_FIGHTER 0.888 How much efficiency to regain per day. Gain applied hourly.
EFFICIENCY_REGION_CHANGE_DAILY_GAIN_STRATEGIC_BOMBER 0.072 How much efficiency to regain per day. Gain applied hourly.
DISRUPTION_FACTOR 4.0 multiplier on disruption damage to scale its effects on planes
DISRUPTION_SPEED_FACTOR 1.0
DISRUPTION_AGILITY_FACTOR 0.0
DISRUPTION_ATTACK_FACTOR 0.0
DISRUPTION_DETECTION_FACTOR 1.0
ESCORT_FACTOR 2.0
ESCORT_SPEED_FACTOR 1.0
ESCORT_AGILITY_FACTOR 1.0
ESCORT_ATTACK_FACTOR 1.0
ESCORT_DETECTION_FACTOR 1.0
DISRUPTION_DEFENCE_DEFENCE_FACTOR 0.5
DISRUPTION_DEFENCE_SPEED_FACTOR 1.0
DISRUPTION_DEFENCE_ATTACK_FACTOR 0.5
CAS_NIGHT_ATTACK_FACTOR 0.1 CAS damaged get multiplied by this in land combats at night
BOMBING_TARGETING_RANDOM_FACTOR 0.25 % of picking the wrong target
BOMBING_PROV_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for provincial buildings
BOMBING_STATE_BUILD_PRIO_SCALE 1.5 Scale of the selected priority for state buildings
BOMBING_INFRA_PRIO_SCALE 0.7 Scale of the selected priority for infastryctyre
MISSION_COMMAND_POWER_COSTS [0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.3] AIR_SUPERIORITY, CAS, INTERCEPTION, STRATEGIC_BOMBER, NAVAL_BOMBER, DROP_NUKE, PARADROP, NAVAL_KAMIKAZE, PORT_STRIKE, AIR_SUPPLY - command power cost per plane to create a mission

NNavy[edit]

Name Default Comment
DETECTION_CHANCE_MULT_BASE 0.04 base multiplier value for detection chance. Later the chance is an average between our detection and enemy visibility, mult by surface/sub detection chance in the following defines.
DETECTION_CHANCE_MULT_FORMATION_SPREAD_PATROL 1.6 formation spread (max recommended value 1.0). The higher value the higher detection chance, but less ships will be on the place when combat starts.
DETECTION_CHANCE_MULT_FORMATION_SPREAD_SEARCH_AND_DESTROY 0.5 same as for patrol but for search and destroy missions, should be less then patrol
DETECTION_CHANCE_MULT_FORMATION_SPREAD_CONVOY_RAIDING 1.2
DETECTION_CHANCE_MULT_FORMATION_SPREAD_CONVOY_ESCORT 0.9
DETECTION_CHANCE_MULT_RADAR_BONUS 0.02 detection chance bonus from radars.
DETECTION_CHANCE_MULT_AIR_SUPERIORITY_BONUS 0.25 bonus from air superiority.
DETECTION_CHANCE_BALANCE 2.5 Value to balance gameplay. The higher value = smaller detection chance. Notice: it doesn't affect the displayed detection chance numbers, as well balanced numbers could be a very small fractions like 0.012
DETECTION_SUBS_CHANCE_BALANCE 10.0 Same as above, but for sub detection. It should be very hard to detect just the subs.
INTERCEPT_CONVOYS_BALANCE 2.0 Balance number to distinguish the chance of intercepting convoys in comparison to the interception of naval transfers. (Intercepting convoys happens 2x less often than naval transfers and invasions)
BEST_CAPITALS_TO_SCREENS_RATIO 0.25 capitals / screens ratio used for creating FEX groups in naval combat
COMBAT_MIN_WIN_CHANCE_TO_ADVANCE_WITHOUT_WAIT 0.8 compare our forces with enemy forces. 1.0 is equal win chances. Less then 1.0 is we have low chances. If we have at least X chances, then ships will attept to attack without waiting for the other ships that are on the way.
COMBAT_MIN_WIN_CHANCE_TO_KEEP_FIGHTING 0.2 compare our forces with enemy forces. 1.0 is equal win chances. Less then 1.0 is we have low chances. If we have at least X chances, then ships will attept to attack without waiting for the other ships that are on the way.
COMBAT_MIN_WIN_CHANCE_TO_KEEP_FIGHTING_DESPITE_NO_ENGAGE 10.0 compare our forces with enemy forces. 1.0 is equal win chances. Less then 1.0 is we have low chances. If we have at least X chances, then ships will attept to attack without waiting for the other ships that are on the way.
COMBAT_BASE_HIT_CHANCE 0.1 base chance for hit
COMBAT_MIN_HIT_CHANCE 0.01 never less hit chance then 1%?
COMBAT_TORPEDO_ATTACK_MAX_RANGE 4.0 max range for torpedo attack
COMBAT_TORPEDO_ATTACK_USE_CHANCE 0.25 chance of using torpedo attack (to avoid torpedo spam when at close distance)
COMBAT_CLOSE_DISTANCE_MAX_HIT_CHANCE_BONUS 0.0 max bonus to hit chance when target is near. So if base is 0.5, dist.bonus is 0.1, and we are facing enemy at distance 0, the total hit chance is 0.6 (60%). When enemy is barely at our max shooting range, the bonus is 0.
COMBAT_EVASION_TO_HIT_CHANCE 0.007 we take ship evasion stats, and mult by this value, so it gives hit chance reduction. So if reduction is 0.025 and ship evasion = 10, then there will be 0.25 (25%) lower hit chance. (Fe. 50% base -25% from evasion +10% bcoz it's very close).
COMBAT_EVASION_TO_HIT_CHANCE_TORPEDO_MULT 40.0 the above evasion hit chance is multiplied by 400% if shooting with torpedos. Torpedoes are slow, so evasion matters more.
MAX_EVASION_BONUS 0.1 largest evasion penalty to hitting
TARGETING_STACKING_HIT_CHANCE_PENALTY 0.08 penalty to hit chance for each ship targeting same target
COMBAT_LOW_ORG_HIT_CHANCE_PENALTY -0.5 % of penalty applied to hit chance when ORG is very low.
COMBAT_DAMAGE_RANDOMNESS 0.3 random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10.
COMBAT_TORPEDO_CRITICAL_CHANCE 0.2 chance for critical hit from torpedo.
COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT 2.0 multiplier to damage when got critical hit from torpedo. (Critical hits are devastating as usualy torpedo_attack are pretty high base values).
COMBAT_DAMAGE_TO_STR_FACTOR 1.6 casting damage value to ship strength multiplier. Use it ot balance the game difficulty.
COMBAT_DAMAGE_TO_ORG_FACTOR 1.9 casting damage value to ship organisation multiplier. Use it to balance the game difficulty.
COMBAT_DAMAGE_REDUCTION_ON_RETREAT 0.8 Retreating ships are using their rear cannons, so the damage should be reduced.
NAVY_MAX_XP 100
COMBAT_ESCAPING_SPEED_BALANCE 0.8 Same as above, but used to balance when escaping.
COMBAT_ON_THE_WAY_INIT_DISTANCE_BALANCE 0.5
COMBAT_CHASE_RUNNERS_SPEED_COMPARE_BALANCE 0.6 When we chanse runners and they are faster then us, then we resign. But if we are faster then them by a very small speed difference, the chase may takes weeks. So this tweak value allows to resign chasing if speed difference is not so big.
COMABT_CHASE_RUNNERS_TIMEOUT_HOURS 10 Stop chasing after timeout
COMBAT_CHASE_RESIGNATION_HOURS 8 Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly.
COMBAT_SHIP_SPEED_TO_FIELD_FACTOR 0.03 Modifier to the ships speed in the combat. For better balance, make it lower to slow down the speed of approaching.
COMBAT_MAX_DISTANCE_TO_CENTER_LINE 50 Max distance to center line. Use fire_range in subunits or equipment to compare how big is the battlefield.
COMBAT_MAX_DISTANCE_TO_ARRIVE 80 Max distance to arrive. When ships are on their way, their distance will never exceed this value.
COMBAT_MAX_GROUPS 3 groups (FEX).
COMBAT_MIN_DURATION 8 Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas.
COMBAT_RETREAT_DECISION_CHANCE 0.22 There is also random factor in deciding if we should retreat or not. That causes a delay in taking decision, that sooner or later will be picked. It's needed so damaged fast ships won't troll the combat.
COMBAT_DETECTED_CONVOYS_FROM_SURFACE_DETECTION_STAT 0.1 Each 1.0 of surface_detection that ship has (equipment stat), gives x% of convoys discovered from total travelling along the route.
COMBAT_LEAD_TOO_MANY_SHIPS_PENALTY_SPEED 0.1 field). Fe. 0.1 makes the ordinary speed drop down to 10% of the original speed when penalty is at max. Value should be between 0.0 and 1.0
COMBAT_LEAD_TOO_MANY_SHIPS_PENALTY_CHAOS_CHANCE 0.5 Chaos penalty - chance % of not taking a shot at the target.
COMBAT_BASE_CRITICAL_CHANCE 0.1 Base chance for receiving a critical chance. It get's scaled down with ship reliability.
COMBAT_CRITICAL_DAMAGE_MULT 5.0 Multiplier for the critical damage. Scaled down with the ship reliability.
COMBAT_ARMOR_PIERCING_CRITICAL_BONUS 3.0 Bonus to critical chance when shooter armor piercing is higher then target armor.
COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION -0.9 All damage reduction % when target armor is >= then shooter armor piercing.
REPAIR_AND_RETURN_PRIO_LOW 0.2 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_MEDIUM 0.5 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_HIGH 0.9 % of total Strength. When below, navy will go to home base to repair.
REPAIR_AND_RETURN_PRIO_LOW_COMBAT 0.1 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_MEDIUM_COMBAT 0.3 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_PRIO_HIGH_COMBAT 0.5 % of total Strength. When below, navy will go to home base to repair (in combat).
REPAIR_AND_RETURN_AMOUNT_SHIPS_LOW 0.2 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_MEDIUM 0.4 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_AMOUNT_SHIPS_HIGH 0.8 % of total damaged ships, that will be sent for repair-and-return in one call.
REPAIR_AND_RETURN_MAX_STR_DAMAGE 0.9 Ships that STR is below this value will be sent for repair and return.
REPAIR_AND_RETURN_UNIT_DYING_STR 0.2 , and a high priority to send to repair.
EXPERIENCE_LOSS_FACTOR 1.0 percentage of experienced solders who die when manpower is removed
NAVY_EXPENSIVE_IC 5500 How much IC is considering the fleet to be expensive. Those expensive will triger the alert, when are on low STR.
MISSION_MAX_REGIONS 3 Limit of the regions that can be assigned to naval mission. Set to 0 for unlimited.
CONVOY_EFFICIENCY_LOSS_MODIFIER 1.5 How much efficiency drops when losing convoys. If modifier is 0.5, then losing 100% of convoys in short period, the efficiency will drop by 50%.
CONVOY_EFFICIENCY_REGAIN_AFTER_DAYS 7 Convoy starts regaining it's efficiency after X days without any convoys being sink.
CONVOY_EFFICIENCY_REGAIN_BASE_SPEED 0.04 How much efficiency regains every day.
CONVOY_EFFICIENCY_MIN_VALUE 0.05 To avoid complete 0% efficiency, set the lower limit.
ANTI_AIR_TARGETTING_TO_CHANCE 0.07 Balancing value to convert averaged equipment stats (anti_air_targetting and naval_strike_agility) to probability chances of airplane being hit by navies AA.
ANTI_AIR_ATTACK_TO_AMOUNT 0.005 Balancing value to convert equipment stat anti_air_attack to the random % value of airplanes being hit.
NO_LEADER_MAX_SHIPS 5 Max amount of ships that can be used in the unit
UNIT_EXPERIENCE_PER_COMBAT_HOUR 10
UNIT_EXPERIENCE_SCALE 1
EXPERIENCE_FACTOR_CONVOY_ATTACK 0.05
EXPERIENCE_FACTOR_NON_CARRIER_GAIN 0.05 Xp gain by non-carrier ships in the combat
EXPERIENCE_FACTOR_CARRIER_GAIN 0.1 Xp gain by carrier ships in the combat
FIELD_EXPERIENCE_SCALE 0.15
FIELD_EXPERIENCE_MAX_PER_DAY 50 Most xp you can gain per day
LEADER_EXPERIENCE_SCALE 1.0
BATTLE_NAME_VP_FACTOR 100 Name is given by ((VP value) * BATTLE_NAME_VP_FACTOR) / (Distance VP -> battle)
BATTLE_NAME_VP_CUTOFF 1.0 If best score of above calculation is below this, name will be that of region.
AMPHIBIOUS_LANDING_PENALTY -0.7 amphibious landing penalty
AMPHIBIOUS_INVADE_SPEED_BASE 0.5 every hour movement progress on amphibious invasion
AMPHIBIOUS_INVADE_MOVEMENT_COST 24.0 total progress cost of movement while amphibious invading
AMPHIBIOUS_INVADE_ATTACK_LOW 0.2 low and high cap of attack modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_ATTACK_HIGH 1.0
AMPHIBIOUS_INVADE_DEFEND_LOW 1.5 low and high cap of defend modifier scale. Scale interpolated by invasion progress.
AMPHIBIOUS_INVADE_DEFEND_HIGH 1.0
AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE 3.5 during combat, relative to invading transporter tech. (Note: total naval penalty = (AMPHIBIOUS_LANDING_PENALTY + modifiers) * (0.01 + max(0, 1 - amphibious_invasion_defence / AMPHIBIOUS_INVADE_LANDING_PENALTY_DECREASE)) )
BASE_CARRIER_SORTIE_EFFICIENCY 0.5 factor of planes that can sortie by default from a carrier
SPREAD_BASE_SPEED 0.04 base speed when spreading/shrinkign a fleet
SPREAD_BASE_SPEED_FACTOR 0.3 base factor between regular speed and spread speed
SPREAD_MAX_PROVINCES 30 When regions exceeds this amount of provs, we get full penalty
SPREAD_BIG_REGION_PENALTY 0.9
CONVOY_ATTACK_BASE_FACTOR 0.15 base % of convoys that get intercepted
NAVAL_SPEED_MODIFIER 0.1 basic speed control
NAVAL_RANGE_TO_INGAME_DISTANCE 0.12 to the ingame distance
NAVAL_MISSION_COVERAGE_DEFAULT_PROVINCES 13.0 Amount of provinces for spotting efficiency for naval missions (Ex. If a ship has a 1.3 spotting efficiency then there is a 100 % effective spotting efficiency in a region with 13 provinces ( 10 * 1.3) )
NAVAL_INVASION_PREPARE_HOURS 168 base hours needed to prepare an invasion
NAVAL_COMBAT_RESULT_TIMEOUT_YEARS 2 after that many years, we clear the naval combat results, so they don't get stuck forever in the memory.
CONVOY_LOSS_HISTORY_TIMEOUT_MONTHS 24 after this many months remove the history of lost convoys to not bloat savegames and memory since there is no way to see them anyway
NAVAL_TRANSFER_BASE_SPEED 6 base speed of units on water being transported
NAVAL_TRANSFER_BASE_NAVAL_DIST_ADD 100 Extra cost for naval movement ( compared to land movement ) when deciding what ports to use for a naval transfer
NAVAL_TRANSFER_BASE_NAVAL_DIST_MULT 20 Multiplier for the cost of naval movement ( compared to land movement ) when deciding what ports to use for naval transfer
NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR 0.9 Multiplier for the surface/sub visiblity when the heavily damaged fleet is returning to the home base for reparation. 1.0 = no bonus. 0.0 = invisible.
NAVAL_SUPREMACY_INTEL_LOW 0.3 we need more intel than this to get any supremacy
NAVAL_SUPREMACY_CAN_INVADE 0.5 required naval supremacy to perform invasions on an area
BATTLE_ARRIVAL_SPEED_BONUS_ON_ENEMY_WITH_NO_MISSION 4.0 Idle fleet with no pending mission has a bit of advantage over spreaded ones. To balance it, increase the speed for ships that are on it's way to arrive on the battle. Value is a speed MULTIPLIER.
CARRIER_STACK_PENALTY 4 The most efficient is 4 carriers in combat. 5+ brings the penalty to the amount of wings in battle.
CARRIER_STACK_PENALTY_EFFECT 0.2 Each carrier above the optimal amount decreases the amount of airplanes being able to takeoff by such %.
SUBMARINE_HIDE_TIMEOUT 16 Amount of in-game-hours that takes the submarine (with position unrevealed), to hide.
SUBMARINE_REVEALED_TIMEOUT 12 Amount of in-game-hours that makes the submarine visible if it is on the defender side.
SUBMARINE_REVEAL_BASE_CHANCE 0.05 Base chance for submarine detection. It's modified by the difference of a spootter's submarines detection vs submarine visibility. Use this variable for game balancing.
SHORE_BOMBARDMENT_CAP 0.25
ANTI_AIR_TARGETING 0.9 how good ships are at hitting aircraft
MISSION_CONVOY_RAIDING_SPREAD_BASE 0.32
MISSION_CONVOY_ESCORT_SPREAD_BASE 0.1
MISSION_DEFAULT_SPREAD_BASE 0.8
MIN_TRACTED_ASSIST_DAMAGE_RATIO 0.05 How much damage counts as assist damage
SUPPLY_NEED_FACTOR 4 multiplies supply usage
SEA_AIR_COMBAT_MAX_WINGS_ON_STACK 200 how many attacker planes can enter naval comabt per wave
ENEMY_AIR_SUPERIORITY_IMPACT -1 effect on ship efficiency due to enemy air superiorty
DECRYPTION_SPOTTING_BONUS 0.2
DISBAND_MANPOWER_LOSS 0.0
XP_GAIN_FACTOR 1.0 xp gain factor for navy

NTrade[edit]

Name Default Comment
DISTANCE_TRADE_FACTOR -0.02 Trade factor is modified by distance times this
RELATION_TRADE_FACTOR 1 Trade factor is modified by Opinion value times this
FEAR_TRADE_FACTOR 1
ALLOW_TRADE_CUT_OFF 0 If trade factor is less than this, no trade will be allowed
MONTH_TRADE_FACTOR 2 Each month a trade gets this much boost to it's trade factor
MAX_MONTH_TRADE_FACTOR 50 This is the maximum bonus that can be gained from time
BASE_TRADE_FACTOR 150 This is the base trade factor
PUPPET_MASTER_TRADE_FACTOR 400 This is priority for puppet master
PUPPET_TRADE_FACTOR 0 This is unpriority for puppets
LACK_OF_CONVOYS_TRADE_FACTOR -0.1 Every hour without convoys will lower trade factor this much (regain is the same)
BASE_LAND_TRADE_RANGE 1000
PARTY_SUPPORT_TRADE_FACTOR 50 Trade factor bonus at the other side having 100 % party popularity for my party
ANTI_MONOPOLY_TRADE_FACTOR_THRESHOLD 0.5 What percentage of resources has to be sold to the buyer for the anti-monopoly factor to take effect
ANTI_MONOPOLY_TRADE_FACTOR -100 This is added to the factor value when anti-monopoly threshold is exceeded

NAI[edit]

Name Default Comment
GARRISON_FRACTION 0.0 How large part of a front should always be holding the line rather than advancing at the enemy
DIPLOMATIC_ACTION_GOOD_BAD_RATIO_THRESHOLD 1
BASE_RELUCTANCE 20 Base reluctance applied to all diplomatic offers
DIPLOMATIC_ACTION_RANDOM_FACTOR 0.5 How much of the AI diplomatic action scoring is randomly determined (1.0 = half random, 2.0 = 2/3rd random, etc)
DIPLOMATIC_ACTION_PROPOSE_SCORE 50 AI must score a diplomatic action at least this highly to propose it themselves
DILPOMATIC_ACTION_DECLARE_WAR_WARGOAL_BASE 50 Base diplomatic action score bonus to go to war per wargoal
DIPLOMATIC_ACTION_BREAK_SCORE -10 AI must score a diplomatic action less than this to break it off
DIPLOMACY_CREATE_FACTION_FACTOR 0.75 Factor for AI desire to create a new faction. Val < 1.0 makes it less likely to create than to join.
DIPLOMACY_FACTION_WRONG_IDEOLOGY_PENALTY 60 AI penalty for diplomatic faction acitons between nations of different ideologies
DIPLOMACY_FACTION_SAME_IDEOLOGY_MAJOR 10 AI bonus acceptance when being asked about faction is a major of the same ideology
DIPLOMACY_FACTION_NEUTRALITY_PENALTY 50 Neutral nations have a separate penalty, not wanting to get involved at all, rather than caring much about the difference in ideology
DIPLOMACY_FACTION_GLOBAL_TENSION_FACTOR 0.2 How much the AI takes global tension into account when considering faction actions
DIPLOMACY_LEAVE_FACTION_OPINION_FACTOR 0.75 How much the opinion of countries being targeted by faction leader matters when deciding to leave a faction (democratic only)
DIPLOMACY_FACTION_WAR_RELUCTANCE -50 Penalty to desire to enter a faction with a country that we are not fighting wars together with.
DIPLOMACY_SCARED_MINOR_EXTRA_RELUCTANCE -50 extra reluctance to join stuff as scared minor
DIPLOMACY_FACTION_PLAYER_JOIN 20 Bonus for human players asking to join a faction.
DIPLOMACY_BOOST_PARTY_COST_FACTOR 100.0 Desire to boost party popularity subtracts the daily cost multiplied by this
DIPLOMACY_STAGE_COUP_COST_FACTOR 100.0 Desire to stage a coup subtracts the cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_COST_FACTOR 5.0 Desire to boost relations subtracts the cost multiplied by this
DIPLOMACY_IMPROVE_RELATION_PP_FACTOR 0.1 Desire to boost relations adds total PP multiplied by this
DIPLOMACY_SEND_ATTACHE_COST_FACTOR 5.0 Desire to send attache substracts the cost multiplied by this
DIPLOMACY_SEND_ATTACHE_PP_FACTOR 0.1 Desire to send attache adds total PP multiplied by this
DIPLOMACY_REJECTED_WAIT_MONTHS_BASE 4 AI will not repeat offers until at least this time has passed, and at most the double
DIPLOMACY_SEND_MAX_FACTION 0.75 Country should not send away more units than this as expeditionaries
DIPLOMACY_ACCEPT_VOLUNTEERS_BASE 50 Base value of volunteer acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_BASE 50 Base value of attache acceptance (help is welcome)
DIPLOMACY_ACCEPT_ATTACHE_OPINION_TRASHHOLD 20 Value of opinion that will remove accepting penalty for receiveing the attache
DIPLOMACY_ACCEPT_ATTACHE_OPINION_PENALTY -100 Value of acceptance penalty if the opinion too low
DIPLOMACY_FACTION_MAJOR_AT_WAR 1000.0 Factor that will be multiplied with the surrender level in the desire to offer to the other ai to join a faction
DIPLOMACY_FACTION_SURRENDER_LEVEL 20 How much the recipient nation losing matters for joining a faction
DIPLO_PREFER_OTHER_FACTION -200 The country has yet to ask some other faction it would prefer to be a part of.
MIN_ANTAGONIZE_FOR_WARGOAL_JUSTIFICATION -100 AI countries will not fabricate claims against countries with an antagonization value lower than this.
RESEARCH_DAYS_BETWEEN_WEIGHT_UPDATE 7 Refreshes need scores based on country situation.
RESEARCH_LAND_DOCTRINE_NEED_GAIN_FACTOR 0.15 Multiplies value based on relative military industry size / country size.
RESEARCH_NAVAL_DOCTRINE_NEED_GAIN_FACTOR 0.05 Multiplies value based on relative naval industry size / country size.
RESEARCH_AIR_DOCTRINE_NEED_GAIN_FACTOR 0.07 Multiplies value based on relative number of air base / country size.
RESEARCH_NEW_WEIGHT_FACTOR 0.3 Impact of previously unexplored tech weights. Higher means more random exploration.
RESEARCH_AHEAD_BONUS_FACTOR 2.0 To which extent AI should care about ahead of time bonuses to research
RESEARCH_BONUS_FACTOR 0.9 To which extent AI should care about bonuses to research
MAX_AHEAD_RESEARCH_PENALTY 2 max ahead of tiem penalty ai will pick ever
RESEARCH_AHEAD_OF_TIME_FACTOR 4.0 To which extent AI should care about ahead of time penalties to research
RESEARCH_BASE_DAYS 60 AI adds a base number of days when weighting completion time for techs to ensure it doesn't only research quick techs
DECLARE_WAR_RELATIVE_FORCE_FACTOR 0.5 Weight of relative force between nations that consider going to war
TRADEABLE_FACTORIES_FRACTION 0.8 Will at most trade away this fraction of factories.
MIN_DELIVERED_TRADE_FRACTION 0.8 AI will cancel trade deals that are not able to deliver more than this fraction of the agreed amount
NAVAL_TRANSPORTS_FACTOR 2 Factor applied to the relative size of army compared to naval capacity.
NAVAL_DOCKYARDS_SHIP_FACTOR 1.5 The extent to which number of dockyards play into amount of sips a nation wants
NAVAL_BASES_SHIP_FACTOR 0.75 The extent to which number of naval bases play into amount of sips a nation wants
NAVAL_STATES_SHIP_FACTOR 0.75 The extent to which number of states play into amount of sips a nation wants
NAVAL_MAX_PRIO_THEATRES 5 A nation may have a large number of theatres, but all of them having stationed/assigned navy is redundant
NAVAL_THEATRE_PRIO_CAPITAL_SCORE 100 Weight of capital when calculating naval theatre assignment
NAVAL_THEATRE_PRIO_NAVAL_BASE_SCORE 1 Weight of naval bases when calculating naval theatre assignment
NAVAL_THEATRE_PRIO_MIN_DISTANCE 2000 Minimum distance (in km) between priority theatres for naval assignment, to spread navy out
PRODUCTION_UNAVAILABLE_RESORCE_FACTORY_FACTOR 0.75 Assign/queue this proportion of desired factories when resources are short
PRODUCTION_EQUIPMENT_SURPLUS_FACTOR 0.25 Base value for how much of currently used equipment the AI will at least strive to have in stock
AIR_CONTROLLED_TERRITORY_INTERCEPT_SCORE 6 Interception score per controlled state in mission region
AIR_ALLY_TERRITORY_INTERCEPT_SCORE -400 Interception score per ally controlled state in mission region
INTERCEPT_NAVAL_BOMBING_FACTOR 35.0 Factors the weight of intercepting naval bombers in sea regions where friendly ships are
AIR_CAS_SCORE_FACTOR 25.0 Factor applied to (friendly units) x (enemy units)) to get CAS score for region
AIR_ENEMY_SUPERIORITY_FACTOR 5.0 How much enemy air superiority counts relative to own
AIR_SUPERIORITY_FACTOR 2.5 Factor for air superiority score
AIR_MIN_ASSIGN_SCORE 10 Minimum total score for region to be considered for air missions
AIR_MIN_REASSIGN_SCORE 25 Minimum total score for region to be considered for reassigning air missions
AIR_WING_SIZE_FACTOR 1.0 Impact on air score of assigning wings to mission
AIR_MISSION_MIN_COVEREAGE 0.2 Between 0 and 1, limit for % coverage for air mission to be considered
AIR_BASE_PRIORITY_DISTANCE_FACTOR 25.0 Weight of distance between region and airbase for airbase priority score
MAX_VOLUNTEER_ARMY_FRACTION 0.25 Countries will not send more than their forces time this number to aid another country
WANTED_UNITS_INDUSTRY_FACTORY 1.0 How many units a country wants is partially based on how much military industry that is available
DEPLOY_MIN_TRAINING_PEACE_FACTOR 0.95 Required percentage of training (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_TRAINING_WAR_FACTOR 0.25 Required percentage of training (1.0 = 100%) for AI to deploy unit in wartime
DEPLOY_MIN_EQUIPMENT_PEACE_FACTOR 0.95 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in peacetime
DEPLOY_MIN_EQUIPMENT_WAR_FACTOR 0.9 Required percentage of equipment (1.0 = 100%) for AI to deploy unit in wartime
DYNAMIC_STRATEGIES_THREAT_FACTOR 4.0 How much threat generated by other countries effects generated strategies
WARGOAL_GENERATION_STRENGTH_FACTOR 1.75 Desire to generate wargoal effected negatevely if actor strength is less than this factor of target strength
LOCATION_BALANCE_TO_ADVANCE 0.0 Limit on location strength balance between country and enemy for unit to dare to move forward.
DIVISION_UPGRADE_MIN_XP 5 Minimum XP before attempting to upgrade a division template.
DIVISION_CREATE_MIN_XP 100 Minimum XP before attempting to create a fresh new division template.
VARIANT_UPGRADE_MIN_XP 50 Minimum XP before attempting to create a new variant.
UPGRADE_XP_RUSH_UPDATE 150 If XP is above this on the daily tick the AI will attempt to spend it
FOCUS_TREE_CONTINUE_FACTOR 1.5 Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path.
VP_GARRISON_VALUE_FACTOR 0.75 Extent to which VP garrisons are prioritized, based on VP value and compared to other priority values.
PLAN_VALUE_TO_EXECUTE -0.5 AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced).
DECLARE_WAR_NOT_NEIGHBOR_FACTOR 0.25 Multiplier applied before force factor if country is not neighbor with the one it is considering going to war
CALL_ALLY_BASE_DESIRE 20 exactly what it says
CALL_ALLY_DEMOCRATIC_DESIRE 50 Desire to call ally added for democratic AI
CALL_ALLY_NEUTRAL_DESIRE 25 Desire to call ally added for neutral AI
CALL_ALLY_FASCIST_DESIRE -10 Desire to call ally added for fascist AI
CALL_ALLY_COMMUNIST_DESIRE 75 Desire to call ally added for communist AI
JOIN_ALLY_BASE_DESIRE 20 exactly what it says
JOIN_ALLY_DEMOCRATIC_DESIRE 50 Desire to join ally added for democratic AI
JOIN_ALLY_NEUTRAL_DESIRE 25 Desire to join ally added for neutral AI
JOIN_ALLY_FASCIST_DESIRE -10 Desire to join ally added for fascist AI
JOIN_ALLY_COMMUNIST_DESIRE 75 Desire to join ally added for communist AI
JOIN_FACTION_BOTH_LOSING -300 Desire to be in a faction when both we and htey are in losing wars
LENDLEASE_FRACTION_OF_PRODUCTION 0.5 Base fraction AI would send as lendlease
POLITICAL_IDEA_MIN_SCORE 0.1 Only replace or add an idea if score is above this score.
AT_WAR_THREAT_FACTOR 2.0 How much increase in threat does AI feel for being in war against osmeone
NEIGHBOUR_WAR_THREAT_FACTOR 1.1 How much increase in threat does AI feel against neighbours who are at war
POTENTIAL_ALLY_JOIN_WAR_FACTOR 100 How much increase in threat does AI feel against neighbours who are allied against one of our enemies
POTENTIAL_FUTURE_ENEMY_FACTOR 100 How much increase in threat does AI feel against neighbours who at war with our allies
NEUTRAL_THREAT_PARANOIA 10 How scared neutrals are of everyone
DIFFERENT_FACTION_THREAT 30 Threat caused by not being in the same faction
PLAN_MOVE_MIN_ORG_TO_ENEMY_PROVINCE 20.0 Minimum organization a unit must have to consider moving into an enemy province (not attack move)
PLAN_ATTACK_MIN_ORG_FACTOR_LOW 0.85 Minimum org % for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_STRENGTH_FACTOR_LOW 0.4 Minimum strength for a unit to actively attack an enemy unit when executing a plan
PLAN_ATTACK_MIN_ORG_FACTOR_MED 0.75 (LOW,MED,HIGH) corresponds to the plan execution agressiveness level.
PLAN_ATTACK_MIN_STRENGTH_FACTOR_MED 0.3
PLAN_ATTACK_MIN_ORG_FACTOR_HIGH 0.2
PLAN_ATTACK_MIN_STRENGTH_FACTOR_HIGH 0.15
PLAN_FRONTUNIT_DISTANCE_FACTOR 10.0 Factor for candidate units distance to front positions.
PLAN_ATTACK_DEPTH_FACTOR 0.5 Factor applied to size or enemy being attacked.
PLAN_STEP_COST_LIMIT 11 When stepping to draw a plan this cost makes it break if it hits hard terrain (multiplied by number of desired steps)
PLAN_STEP_COST_LIMIT_REDUCTION 3 Cost limit is reduced per iteration, making hard terrain less likely to be crossed the further into enemy territory it is
PLAN_FRONT_SECTION_MAX_LENGTH 18 When a front is longer than this it will be split in two sections for the AI
PLAN_FRONT_SECTION_MIN_LENGTH 10 When two front sections together are this short they will be merged for the AI
PLAN_MIN_SIZE_FOR_FALLBACK 50 A country with less provinces than this will not draw fallback plans, but rather station their troops along the front
SEND_VOLUNTEER_EVAL_BASE_DISTANCE 175.0 How far away it will evaluate sending volunteers if not a major power
SEND_VOLUNTEER_EVAL_MAJOER_POWER 1.0 How willing major powers are to send volunteers.
SEND_VOLUNTEER_EVAL_CONTAINMENT_FACTOR 0.1 How much AI containment factors into its evaluation of sending volunteers.
GIVE_STATE_CONTROL_MIN_CONTROLLED 1 AI needs to control more than this number of states before considering giving any away
GIVE_STATE_CONTROL_MIN_CONTROL_DIFF 2 The difference in number of controlled states compared to war participation needs to be bigger than this for the AI to consider giving a state to a country
RELATIVE_STRENGTH_TO_INVADE 0.08 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend.
RELATIVE_STRENGTH_TO_INVADE_DEFENSIVE 0.4 Compares the estimated strength of the country/faction compared to it's enemies to see if it should invade or stay at home to defend, but while being a defensive country.
GIVE_STATE_CONTROL_BASE_SCORE 50 Base diplo score for giving away control of states
GIVE_STATE_CONTROL_DIFF_FACTOR 2.0 Diplo score multiplier for state control compared to war participation difference
GIVE_STATE_CONTROL_NEIGHBOR_SCORE 20 Diplo score for each neighboring state controlled by the target
GIVE_STATE_CONTROL_NEIGHBOR_ACTOR_SCORE -5 Diplo score for each neighboring state that is controlled by the sender
GIVE_STATE_CONTROL_NEIGHBOR_OTHER_SCORE 5 Diplo score for each neighboring state controlled by someone else
GIVE_STATE_CONTROL_MAX_SCORE_DIST 600 A State that is closer to the recipient capital than this gets a score bonus based on the below value
GIVE_STATE_CONTROL_DIST_SCORE_MULT 0.2 Multiplier for the score gained from distance ( GIVE_STATE_CONTROL_MAX_SCORE_DIST - distance ) * this
IRRATIONALITY_LAMBDA 200 Lambda given to Poisson Random function determining if a leader should act a bit irrational. Value of 200 should give 0.3% chance of Stalin going for instance crazy and conquering all of America
GENERATE_WARGOAL_THREAT_BASELINE 1.0 The baseline for what the AI considers the world is getting dangerous and we want to generate wargoals with no antagonize value
GENERATE_WARGOAL_ANTAGONIZE_SCALE 0.35 works to scale the AIs antagonize value vs the threat baseline for when it should act on existing claims: threat used for baseline is min_threat - antagonize * scale
RESERVE_TO_COMMITTED_BALANCE 0.1 How many reserves compared to number of committed divisions in a combat (1.0 = as many as reserves as committed)
DIPLOMACY_COMMUNIST_NOT_NEIGHBOUR -10 Communists want to stay consolidated with their influence
MAIN_ENEMY_FRONT_IMPORTANCE 4.0 How much extra focus the AI should put on who it considers to be its current main enemy.
EASY_TARGET_FRONT_IMPORTANCE 7.5 How much extra focus the AI should put on who it considers to be the easiest target.
AI_FRONT_MOVEMENT_FACTOR_FOR_READY 0.25 If less than this fraction of units on a front is moving, AI sees it as ready for action
MICRO_POCKET_SIZE 4 Pockets with a size equal to or lower than this will be mocroed by the AI, for efficiency.
POCKET_DISTANCE_MAX 40000 shortest square distance we bother about chasing pockets
VP_LEVEL_IMPORTANCE_HIGH 100 Victory points with values higher than or equal to this are considered to be of high importance.
VP_LEVEL_IMPORTANCE_MEDIUM 10 Victory points with values higher than or equal to this are considered to be of medium importance.
VP_LEVEL_IMPORTANCE_LOW 5 Victory points with values higher than or equal to this are considered to be of low importance.
ESTIMATED_CONVOYS_PER_DIVISION 6 Not always correct, but mainly used to make sure AI does not go crazy
FRONT_REASSIGN_DISTANCE 120.0 If a unit is this far away from a front it is not considered to be assigned to it unless the new front is much more important
OLD_FRONT_IMPORTANCE_FACTOR 1.5 If a unit is considered for reassignment, the importance of both new and old front is considered with a weight applied to the old ones score
ENTRENCHMENT_WEIGHT 2.0 AI should favour units with less entrenchment when assigning units around.
FRONT_TERRAIN_DEFENSE_FACTOR 5.0 Multiplier applied to unit defense modifier for terrain on front province multiplied by terrain importance
FRONT_TERRAIN_ATTACK_FACTOR 5.0 Multiplier applied to unit attack modifier for terrain on enemy front province multiplied by terrain importance
BASE_DISTANCE_TO_CARE 600.0 Countries that are too far away are less interesting in diplomacy
MIN_FORCE_RATIO_TO_PROTECT 0.5 Tiny countries should not feel protective or really large ones
ORG_UNIT_STRONG 0.75 Organization % for unit to be considered strong
STR_UNIT_STRONG 0.75 Strength (equipment) % for unit to be considered strong
ORG_UNIT_WEAK 0.15 Organization % for unit to be considered weak
STR_UNIT_WEAK 0.2 Strength (equipment) % for unit to be considered weak
ORG_UNIT_NORMAL 0.35 Organization % for unit to be considered normal
STR_UNIT_NORMAL 0.4 Strength (equipment) % for unit to be considered normal
PLAN_FACTION_STRONG_TO_EXECUTE 0.5 % or more of units in an order to consider executing the plan
PLAN_FACTION_NORMAL_TO_EXECUTE 0.65 % or more of units in an order to consider executing the plan
PLAN_FACTION_WEAK_TO_ABORT 0.65 % or more of units in an order to consider executing the plan
PLAN_AVG_PREPARATION_TO_EXECUTE 0.5 % or more average plan preparation before executing
STATE_GARRISON_MAX_UNITS 3 Max units to guard a garrison under normal circumstances (isolated core areas like England has is excempt)
REDEPLOY_DISTANCE_VS_ORDER_SIZE 1.0 Factor applied to the path length of a unit compared to length of an order to determine if it should use strategic redeployment
UNIT_ASSIGNMENT_TERRAIN_IMPORTANCE 5.0 Terrain score for units are multiplied by this when the AI is deciding which front they should be assigned to
MIN_STATE_VALUE_TO_PROTECT 7.5 When AI is considering which states to protect it looks at state values to consider if it is worth it.
SUPPLY_CRISIS_LIMIT 0.9 If a unit is standing in an area with
MAX_ALLOWED_NAVAL_DANGER 80 AI will ignore naval paths that has danger value of above this threshold while assigning units
TRANSFER_DANGER_HOSTILE_SHIPS 50 max danger from complete enemy naval supriority over ai in an area
FASCISTS_BEFRIEND_FASCISTS 10
FASCISTS_BEFRIEND_DEMOCRACIES -25
FASCISTS_BEFRIEND_COMMUNISTS -25
FASCISTS_ALLY_FASCISTS 0
FASCISTS_ALLY_DEMOCRACIES -100
FASCISTS_ALLY_COMMUNISTS -100
FASCISTS_ANTAGONIZE_FASCISTS -10
FASCISTS_ANTAGONIZE_DEMOCRACIES 100
FASCISTS_ANTAGONIZE_COMMUNISTS 100
DEMOCRACIES_BEFRIEND_FASCISTS -25
DEMOCRACIES_BEFRIEND_DEMOCRACIES 0
DEMOCRACIES_BEFRIEND_COMMUNISTS -25
DEMOCRACIES_ALLY_FASCISTS -50
DEMOCRACIES_ALLY_DEMOCRACIES 0
DEMOCRACIES_ALLY_COMMUNISTS -50
DEMOCRACIES_ANTAGONIZE_FASCISTS 0
DEMOCRACIES_ANTAGONIZE_DEMOCRACIES -25
DEMOCRACIES_ANTAGONIZE_COMMUNISTS 0
COMMUNISTS_BEFRIEND_FASCISTS -25
COMMUNISTS_BEFRIEND_DEMOCRACIES -25
COMMUNISTS_BEFRIEND_COMMUNISTS 25
COMMUNISTS_ALLY_FASCISTS -100
COMMUNISTS_ALLY_DEMOCRACIES -50
COMMUNISTS_ALLY_COMMUNISTS 0
COMMUNISTS_ANTAGONIZE_FASCISTS 100
COMMUNISTS_ANTAGONIZE_DEMOCRACIES 10
COMMUNISTS_ANTAGONIZE_COMMUNISTS -10
TENSION_MIN_FOR_GUARANTEE_VS_MINOR 10 for non faction people AI will not consider you worth guaranteeing below this
NUM_AI_MESSAGES 10 Set to whatever category has the highest number of messages
DIPLOMACY_FACTION_WAR_WANTS_HELP 50 Desire to send to nations to join a faction if you are at war
DIPLOMACY_FACTION_CIVILWAR_WANTS_HELP -50
FACTION_UNSTABLE_ACCEPTANCE -100
DIPLOMACY_AT_WAR_WITH_ALLY_RELUCTANCE -1000
DIPLOMACY_FACTION_JOIN_COUP_INITIATOR_BONUS 70 If a country initiated coup on an another country, civil war revolter is more likely to join initiator's faction
CALL_ALLY_WT_LIMIT 0.8 fascists are hesitant to call allies if tension is lower than this
CALL_ALLY_FASCIST_DESIRE_WT -60 less desire if we are below the tension limit
SHIPS_PRODUCTION_BASE_COST 10000 Used by the AI to normalize IC values when picking what ship to build.
NEEDED_NAVAL_FACTORIES_EXPENSIVE_SHIP_BONUS 12 Amount of naval yards you need to get a bonus to building really expensive ships
AIR_WING_REINFORCEMENT_LIMIT 150
AIR_BASE_DANGER_ZONE_WEIGHT 100 Score used per province taken by enemy in a state to determine how dangerous it is to use an air base
FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front fortified if this ratio of provinces has fort
HEAVILY_FORTIFIED_RATIO_TO_CONSIDER_A_FRONT_FORTIFIED 0.5 ai will consider a front super fortified if this ratio of provinces has lots of forts
DESPERATE_AI_MIN_UNIT_ASSIGN_TO_ESCAPE 8 AI will assign at least this amount of units to break from desperate situations
DESPERATE_AI_WEAK_UNIT_STR_LIMIT 0.35 ai will increase number of units assigned to break from desperate situations when units are start falling lower than this str limit
DESPERATE_AI_MIN_ORG_BEFORE_ATTACK 0.3 ai will wait for this much org to attack an enemy prov in desperate situations
DESPERATE_AI_MIN_ORG_BEFORE_MOVE 0.06 ai will wait for this much org to move in desperate situations
DESPERATE_ATTACK_WITHOUT_ORG_WHEN_NO_ORG_GAIN 120 if ai can't regain enough org to attack in this many hours, it will go truly desperate and attack anyway (still has to wait for move org)
MANPOWER_FREE_USAGE_THRESHOLD 500000 If AI has this much manpower he doesn't care about the percentage
MANPOWER_RESERVED_THRESHOLD 0.25 The AI will not deploy more units if he goes below this percentage
START_TRAINING_EQUIPMENT_LEVEL 0.9 ai will not start to train if equipment drops below this level
STOP_TRAINING_EQUIPMENT_LEVEL 0.8 ai will not train if equipment drops below this level
BUILD_REFINERY_LACK_OF_RESOURCE_MODIFIER 0.003 How much lack of resources are worth when evaluating what to build.
DIVISION_DESIGN_MANPOWER_WEIGHT 0.005
DIVISION_DESIGN_STOCKPILE_WEIGHT 0.01
DIVISION_DESIGN_COMBAT_WIDTH_WEIGHT -1.0 This score is reduced the higher width is when comparing pure changes with no target
DIVISION_DESIGN_COMBAT_WIDTH_TARGET_WEIGHT -200.0 This score is reduced the farther the width is from the target width (if set)
DIVISION_DESIGN_MAX_FAILED_DAYS 60 max days we keep track of since failure of a design update
BUILD_ARMOR_BASE_COST_WEIGHT 200.0
BUILD_ARMOR_STRENGTH_MULTIPLIER_WEIGHT 100.0
BUILD_ARMOR_ORGANIZATION_MULTIPLIER_WEIGHT 500.0
UPGRADE_DIVISION_RELUCTANCE 7 How often to consider upgrading to new templates for units in the field
UPGRADE_PERCENTAGE_OF_FORCES 0.1 How big part of the army that should be considered for upgrading
STRATEGIC_BOMBING_DEFENCE_IMPORTANCE 500.0
NAVAL_MISSION_MIN_FLEET_SIZE 3 AI will not send too small fleets on missions. Ignored if total number of ships country has is below this.
NAVY_PREFERED_MAX_SIZE 20 AI will generally attempt to merge fleets into this size, but as a soft limit.
INVASION_COASTAL_PROVS_PER_ORDER 12 AI will consider one extra invasion per number of provinces stated here (num orders = total coast / this)
CONVOY_NEED_SAFETY_BUFFER 1.3 AI will try and keep 15% more convoys than what it needs.
REGION_THREAT_PER_SUNK_CONVOY 25 Threat value per convoy sunk in a region. Decays over time.
REGION_CONVOY_DANGER_DAILY_DECAY 1 When convoys are sunk it generates threat in the region which the AI uses to prio nalval missions
ESCORT_BOMBERS_IMPORTANCE_MODIFIER 3.0
PRODUCTION_LINE_SWITCH_SURPLUS_NEEDED_MODIFIER 0.2 Is modified by efficency modifiers.
PLAN_ACTIVATION_MAJOR_WEIGHT_FACTOR 5.0 AI countries will hold on activating plans if stronger countries have plans in the same location. Majors count extra (value of 1 will negate this)
PLAN_ACTIVATION_PLAYER_WEIGHT_FACTOR 50.0 AI countries will hold on activating plans if player controlled countries have plans in the same location. Majors count extra (value of 1 will negate this)
AREA_DEFENSE_BASE_IMPORTANCE 3 Area defense order base importance value (used for determining order of troop selections)
AREA_DEFENSE_CIVIL_WAR_IMPORTANCE 10000 Area defense order importance value when a country is in a civil war as target or revolter.
COMBINED_ARMS_LEVEL 1 0 = Never, 1 = Infantry/Artillery, 2 = Go wild
MAX_DISTANCE_NALAV_INVASION 200.0 AI is extremely unwilling to plan naval invasions above this naval distance limit.
ENEMY_NAVY_STRENGTH_DONT_BOTHER 2.5 If the enemy has a navy at least these many times stronger that the own, don't bother invading
MIN_SUPPLY_USE_SANITY_CAP 100 Ignore supply cap if below this value when deciding on how many divisions to produce.
MAX_SUPPLY_DIVISOR 1.75 To make sure the AI does not overdeploy divisions. Higher number means more supply per unit.
MISSING_CONVOYS_BOOST_FACTOR 18.0 The more convoys a country is missing, the more resources it diverts to cover this.
TRANSPORTS_PER_PARATROOPER 20 Air transports only duty is to drop paratroopers.
MAX_MICRO_ATTACKS_PER_ORDER 3 AI goes through its orders and checks if there are situations to take advantage of
FALLBACK_LOSING_FACTOR 1.0 The lower this number, the longer the AI will hold the line before sending them to the fallback line
PRODUCTION_MAX_PROGRESS_TTO_SWITCH_NAVAL 0.3 AI will not replace ships being built by newer types if progress is above this
STATE_CONTROL_FOR_AREA_DEFENSE 0.4 To avoid AI sending area defense to area with very little foothold
FORCE_FACTOR_AGAINST_EXTRA_MINOR 0.15 AI considers generating wargoals against minors below this % of force compared to themselves to get at a bigger enemy.
MAX_EXTRA_WARGOAL_GENERATION 2 AI may want to generate wargoals against weak minors to get at larger enemy, but never more that this at any given time.
NAVAL_MISSION_DISTANCE_BASE 3500 Base value when AI is evaluating distance score to places
NAVAL_MISSION_INVASION_BASE 1000 Base score for region with naval invasion (modified dynamically by prioritizing orders)
NAVAL_MISSION_AGGRESSIVE_PATROL_DIVISOR 1 Divides patrol score when not defending
NAVAL_MISSION_AGGRESSIVE_ESCORT_DIVISOR 2 Divides escort score when not defending
NAVAL_MISSION_PATROL_NEAR_OWNED 50000 Extra patrol mission score near owned provinces
NAVAL_MISSION_ESCORT_NEAR_OWNED 20000 Extra escort mission score near owned provinces
NAVAL_MISSION_PATROL_NEAR_CONTROLLED 12000 Extra patrol mission score near controlled provinces
NAVAL_MISSION_ESCORT_NEAR_CONTROLLED 5500 Extra escort mission score near controlled provinces
NEW_LEADER_EXTRA_PP_FACTOR 2.0 Country must have at least this many times extra PP to get new admirals or army leaders
SCARY_LEVEL_AVERAGE_DEFENSE -0.7 average front defense modifier to make it consider it as a PITA to go for
ATTACK_HEAVILY_DEFENDED_LIMIT 0.5 AI will not launch attacks against heavily defended fronts unless they consider to have this level of advantage (1.0 = 100%)
HOUR_BAD_COMBAT_REEVALUATE 100 if we are in combat for this amount and it goes shitty then try skipping it
MIN_PLAN_VALUE_TO_MICRO_INACTIVE 0.2 The AI will not consider members of groups which plan is not activated AND evaluates lower than this.
MAX_UNITS_FACTOR_AREA_ORDER 1.0 Factor for max number of units to assign to area defense orders
DESIRED_UNITS_FACTOR_AREA_ORDER 1.0 Factor for desired number of units to assign to area defense orders
MIN_UNITS_FACTOR_AREA_ORDER 1.0 Factor for min number of units to assign to area defense orders
MAX_UNITS_FACTOR_FRONT_ORDER 1.5 Factor for max number of units to assign to area front orders
DESIRED_UNITS_FACTOR_FRONT_ORDER 1.5 Factor for desired number of units to assign to area front orders
MIN_UNITS_FACTOR_FRONT_ORDER 1.0 Factor for min number of units to assign to area front orders
MAX_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for max number of units to assign to naval invasion orders
DESIRED_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for desired number of units to assign to naval invasion orders
MIN_UNITS_FACTOR_INVASION_ORDER 1.0 Factor for min number of units to assign to naval invasion orders
FRONT_UNITS_CAP_FACTOR 15.0 A factor applied to total front size and supply use. Primarily effects small fronts
MAX_DIST_PORT_RUSH 20.0 If a unit is in enemy territory with no supply it will consider nearby ports within this distance.
MIN_FIELD_STRENGTH_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
MIN_MANPOWER_TO_BUILD_UNITS 0.7 Cancel unit production if below this to get resources out to units in the field
AVERAGE_SUPPLY_USE_PESSIMISM 1.5 Multiplier for when AI calculates average supply use of entire army.
REQUEST_LEND_LEASE_PROTECT_VALUE 75 Limit for protect enemy desire for reducing lend lease desire
REQUEST_LEND_LEASE_CONTAINS_VALUE 100 Limit of contain enemy desire for boosting friendly help
REQUEST_LEND_LEASE_STOCKPILE_RATIO_LAND 0.1 Ratio to send stockpile from equipment
REQUEST_LEND_LEASE_PRODUCTION_DAYS_LAND 28 Count of daily production amount of equipment to send
REQUEST_LEND_LEASE_STOCKPILE_RATIO_AIR 0.03 Ratio to send stockpile from equipment
REQUEST_LEND_LEASE_PRODUCTION_DAYS_AIR 10 Count of daily production amount of equipment to send
REQUEST_LEND_LEASE_STOCKPILE_RATIO_NAVAL 0.1 Ratio to send stockpile from equipment
REQUEST_LEND_LEASE_PRODUCTION_DAYS_NAVAL 28 Count of daily production amount of equipment to send
FRONT_BULGE_RATIO_UPPER_CUTOFF 1.5 If total bulginess is lower than this, the front is ignored.
FRONT_BULGE_RATIO_LOWER_CUTOFF 0.95 If local bulginess drops below this, a point of interest is found
FRONT_CUTOFF_MIN_EDGE_PROXIMITY 2 Minimum number of provinces to the front edge to determine for cutoff oportunity.
INVASION_DISTANCE_RANDOMNESS 300 This higher the value, the more unpredictable the invasions. Compares to actual map distance in pixels.
AIR_SUPERIORITY_MISSION_FACTOR 1.0 AI air superiority mission factor
CAS_MISSION_FACTOR 1.4 AI cas mission factor
INTERCEPTION_MISSION_FACTOR 0.5 AI interception mission factor
STREATEGIC_BOMBER_MISSION_FACTOR 1.2 AI strategic bombing mission factor
NAVAL_BOMBER_MISSION_FACTOR 0.5 AI naval bombing mission factor
NUKE_MISSION_FACTOR 1.0 AI nuke mission factor
PARADROP_MISSION_FACTOR 1.0 AI paradrop mission factor
KAMIKAZE_MISSION_FACTOR 1.0 AI naval kamikaze mission factor
PORT_STRIKE_MISSION_FACTOR 1.0 AI port strike mission factor
INDUSTRY_IC_AIR_IMPORTANCE_FACTOR 0.02 AI very specific IC cost factor for air missions
AIR_SCORE_DISTANCE_IMPACT 0.3 Effect of distance applied to the score calculations
DAYS_BETWEEN_AIR_PRIORITIES_UPDATE 4 Amount of days between air ai updates priorities for air wings ( from 1 to N )
NAVAL_AIR_SUPERIORITY_IMPORTANCE 0.1 Strategic importance of air superiority ( amount of enemy planes in area )
NAVAL_SHIP_AIR_IMPORTANCE 2.0 Naval ship air importance
NAVAL_SHIP_IN_PORT_AIR_IMPORTANCE 6.0 Naval ship in the port air importance
NAVAL_COMBAT_AIR_IMPORTANCE 12.0 Naval combat air importance
NAVAL_TRANSFER_AIR_IMPORTANCE 0.0 Naval transfer air importance
NAVAL_COMBAT_TRANSFER_AIR_IMPORTANCE 50.0 Naval combat involving enemy land units
NAVAL_IMPORTANCE_SCALE 1.0 Naval total importance scale (every naval score get's multiplied by it)
NAVAL_FIGHTERS_PER_PLANE 1.1 Amounts of air superiority planes requested per enemy plane
NAVAL_STRIKE_PLANES_PER_ARMY 0 Amount of planes requested per enemy army
NAVAL_STRIKE_PLANES_PER_SHIP 20 Amount of bombers requested per enemy ship
PORT_STRIKE_PLANES_PER_SHIP 10 Amount of bombers request per enemy ship in the port
NAVAL_MIN_EXCORT_WINGS 0 Min amount of airwings requested to excort operations
DEMOCRATIC_AI_FACTION_KICKING_PLAYER_THREAT_DIFFERENCE 6.0 World threat generation difference needed to kick a player from a democratic faction
BEFRIEND_FACTOR_FOR_KICKING_COUNTRIES 7.5 World threat difference addition per 100 befriend against a country, democratic leaders will forgive allies if they are befriending them
LAND_DEFENSE_AIR_SUPERIORITY_IMPORTANCE 0.1 Strategic importance of air superiority ( amount of enemy planes in area )
LAND_DEFENSE_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of civil factories
LAND_DEFENSE_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of military factories
LAND_DEFENSE_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of naval factories
LAND_DEFENSE_AA_IMPORTANCE_FACTOR 1.0 Factor of AA influence on strategic importance ( 0.0 - 1.0 )
LAND_DEFENSE_INFRA_IMPORTANCE_FACTOR 0.5 Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 )
LAND_DEFENSE_IMPORTANCE_SCALE 1.5 Lend defence total importance scale (every land defence score get's multiplied by it)
NUM_HOURS_SINCE_LAST_COMBAT_TO_SUPPORT_UNITS_VIA_AIR 72 units will be considered in combat if they are just out of their last combat for air supporting
LAND_DEFENSE_MIN_FACTORIES_FOR_AIR_IMPORTANCE 6 If amount of factories is less importance of factories won't apply
LAND_DEFENSE_FIGHERS_PER_PLANE 1.0 Amount of air superiority planes requested per enemy plane
LAND_DEFENSE_INTERSEPTORS_PER_BOMBERS 2.0 Amount of air interceptor planes requested per enemy bomber
LAND_DEFENSE_INTERSEPTORS_PER_PLANE 1.0 Amount of air interceptor planes requested per enemy plane (non bomber)
LAND_COMBAT_AIR_SUPERIORITY_IMPORTANCE 0.2 Strategic importance of air superiority ( amount of enemy planes in area )
LAND_COMBAT_OUR_ARMIES_AIR_IMPORTANCE 12 Strategic importance of our armies
LAND_COMBAT_OUR_COMBATS_AIR_IMPORTANCE 55 Strategic importance of our armies in the combats
LAND_COMBAT_FRIEND_ARMIES_AIR_IMPORTANCE 12 Strategic importance of friendly armies
LAND_COMBAT_FRIEND_COMBATS_AIR_IMPORTANCE 6 Strategic importance of friendly armies in the combat
LAND_COMBAT_ENEMY_ARMIES_AIR_IMPORTANCE 8 Strategic importance of our armies
LAND_COMBAT_ENEMY_LAND_FORTS_AIR_IMPORTANCE 5 Strategic importance of enemy land forts in the region
LAND_COMBAT_ENEMY_COASTAL_FORTS_AIR_IMPORTANCE 3 Strategic importance of enemy coastal fronts in the region
LAND_COMBAT_IMPORTANCE_SCALE 1.5 Lend combat total importance scale (every land combat score get's multiplied by it)
LAND_COMBAT_FIGHTERS_PER_PLANE 1.1 Amount of air superiority planes requested per enemy plane
LAND_COMBAT_CAS_WINGS_PER_ENEMY_ARMY_LIMIT 4 Limit of CAS wings requested by enemy armies
LAND_COMBAT_CAS_PER_ENEMY_ARMY 20 Amount of CAS planes requested per enemy army
LAND_COMBAT_CAS_PER_COMBAT 150 Amount of CAS requested per combat
LAND_COMBAT_BOMBERS_PER_LAND_FORT_LEVEL 15 Amount of bomber planes requested per enemy land fort level
LAND_COMBAT_BOMBERS_PER_COASTAL_FORT_LEVEL 10 Amount of bomber planes requested per enemy coastal fort level
LAND_COMBAT_MIN_EXCORT_WINGS 2 Min amount of airwings requested to excort operations
LAND_COMBAT_INTERCEPT_PER_PLANE 0.4 Amount of interception planes requested per enemy plane
STR_BOMB_AIR_SUPERIORITY_IMPORTANCE 0.1 Strategic importance of air superiority ( amount of enemy planes in area )
STR_BOMB_CIVIL_FACTORY_IMPORTANCE 50 Strategic importance of enemy civil factories
STR_BOMB_MILITARY_FACTORY_IMPORTANCE 70 Strategic importance of enemy military factories
STR_BOMB_NAVAL_FACTORY_IMPORTANCE 30 Strategic importance of enemy naval factories
STR_BOMB_AA_IMPORTANCE_FACTOR 0.5 Factor of AA influence on strategic importance ( 0.0 - 1.0 )
STR_BOMB_INFRA_IMPORTANCE_FACTOR 0.25 Factor of infrastructure influence on strategic importance ( 0.0 - 1.0 )
STR_BOMB_IMPORTANCE_SCALE 1.0 str bombing total importance scale (every str bombing score get's multiplied by it)
STR_BOMB_MIN_ENEMY_FIGHTERS_IN_AREA 300 If amount of enemy fighters is higher than this mission won't perform
STR_BOMB_FIGHTERS_PER_PLANE 1.1 Amount of air superiority planes requested per enemy plane
STR_BOMB_PLANES_PER_CIV_FACTORY 20 Amount of planes requested per enemy civ factory
STR_BOMB_PLANES_PER_MIL_FACTORY 25 Amount of planes requested per enemy military factory
STR_BOMB_PLANES_PER_NAV_FACTORY 15 Amount of planes requested per enemy naval factory
STR_BOMB_MIN_EXCORT_WINGS 2 Min amount of airwings requested to excort operations
ORDER_ASSIGNMENT_DISTANCE_FACTOR 5.0 When the AI assigns units to orders, it attempts to calculate the distance.
RELUCTANCE_TO_CHANGE_FRONT_FACTOR 0.5 Factor for how reluctant the AI is to change a units order group.
REVISITED_PROV_PENALTY_FACTOR 1.5 When the AI picks units for a front, it tries to spread out a bit which units it grabs.
PLAN_ACTIVATION_SUPERIORITY_AGGRO 1.0 How aggressive a country is in activating a plan based on how superiour their force is.
WAIT_YEARS_BEFORE_FREER_BUILDING 3 The AI will skip considering certain buildings during the buildup phase, after htese many years it starts building them regardless of threat.
MAX_CARRIER_OVERFILL 1.85 Carriers will be overfilled to this amount if there are doctrines to justify it
STRIKE_FLEET_MAX_DISTANCE_TO_COMBAT 500.0 The strike fleet will not attempt to intervene in combats further away than this.
DOCKYARDS_PER_NAVAL_DESIRE_EFFECT -20.0 Effects how much AI wants to build dockyards based on how navally focused they are in general. Recommended range -100.0 to 100.0.
DECISION_PRIORITY_RANDOMIZER 0.1 random factor that is used while picking decisions. ai is able to pick a lower priority decision earler than a higher one if it is within this threshold
MIN_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 100 idea scores are scaled between these two values while comparing them to decisions
MAX_SCALED_IDEA_WEIGHT_TO_COMPARE_WITH_DECISIONS 200 idea scores are scaled between these two values while comparing them to decisions
CRITICAL_DECISION_PRIORITY 200 critical ai score for decisions, ai will be able to pick decisions if it has higher prio even if it is not time to pick them (0 to disable)
CRITICAL_IDEA_PRIORITY 400 critical ai score for ideas, ai will be able to pick ideas if it has higher prio even if it is not time to pick them (0 to disable)
MAX_PP_TO_SPEND_ON_LOWER_PRIO_TASKS 25 max pp cost for ai to allow spend pp on lower prio things while a higher prio things are available
MIN_SCORE_FOR_LOWER_PRIO_TASKS 100 this is a threshold for low prio tasks that will be considered critical
LOW_PRIO_TEMPLATE_BONUS_FOR_GARRISONS 10000 bonus to make ai more likely to assign low prio units to garrisons
LOW_PRIO_TEMPLATE_PENALTY_FOR_FRONTS 10000 penalty to make ai less likely to assign low prio units to fronts
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.3 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during war time
DEPLOYED_UNIT_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.1 deployment will try to buffer a ratio of deployed manpower (for reinforcements) during peace time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_WARTIME 0.4 deployment will try to buffer a ratio of manpower (for reinforcements) during war time
MAX_AVAILABLE_MANPOWER_RATIO_TO_BUFFER_PEACETIME 0.2 deployment will try to buffer a ratio of manpower (for reinforcements) during peace time
MANPOWER_RATIO_REQUIRED_TO_PRIO_MOBILIZATION_LAW 0.4 percentage of manpower in field is desired to be buffered for AI when it has upcoming wars or already at war. if it has less manpower, it will prio manpower laws
UPGRADES_DEFICIT_LIMIT_DAYS 50 Ai will avoid upgrading units in the field to new templates if it takes longer than this to fullfill their equipment need
DIVISION_DESIGN_WEIGHTS [0.5, 1.0, 1.0, 1.0, 1.2, 0.0, 0.0, 0.0, 0.0, 0.0,, -1.0, -0.25, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.5, 0.0, 0.0, -0.25, 0.0, 0.0, 0.0, 0.0, -0.5] Base values used by AI to evaluate value of a stat

NFocus[edit]

Name Default Comment
FOCUS_POINT_DAYS 7 Each point takes a week
FOCUS_PROGRESS_PEACE 1 Progress during peace
FOCUS_PROGRESS_WAR 1 Progress during war
MAX_SAVED_FOCUS_PROGRESS 10 This much progress can be saved while not having a focus selected

NWiki[edit]

Name Default Comment
BASE_URL http://www.hoi4wiki.com/
FORUM_URL http://forum.paradoxplaza.com/forum/index.php?link-forums/hearts-of-iron-iv.847/

NMapMode[edit]

Name Default Comment
FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR [0, 1, 0, 1]
FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR [0, 0, 0, 0]
FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR [0, 0, 0, 0]
FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR [0.5, 0, 0, 1]
FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR [0.5, 0, 0, 1]
FABRICATE_CLAIM_ALREADY_FABRICATING_SECONDARY_COLOR [0.5, 0, 0, 1]
CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR [0.43, 0.43, 0.43] Color of states/provinces that can't be built on
CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR [0.0, 0.0, 1.0] Color of states/provinces where current building level is maxed out (max is current max level, not final max level) of a building type
CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR [0.0, 0.0, 1.0] Color of states/provinces when building queue is maxed of a building type
CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR [1.0, 0.85, 0.0] Color of states/provinces when building queue contains one or more of a building type.
DIPLOMACY_MAP_MODE_CONTROLLER_COLOR_FACTOR 1.8 If the nation is a controller but not an owner of a state. Larger value = brighter
CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE 248 When you use gradient borders to defeat the purpose of gradient borders. Larger than 248 seems to make the transparency stronger?
PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR [0, 0, 1, 0.25]
PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR [0, 1, 0, 0.25]
FACTIONS_COLOR_NOT_MEMBER [0.6, 0.6, 0.6, 1.0]
STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP 0.0
STRATEGIC_MODE_ENEMY_STRIPES_COLOR [0.827, 0.172, 0.184, 0.0]
STRATEGIC_MODE_OUR_STRIPES_COLOR [0.427, 0.619, 0.858, 0.0]
STRATEGIC_MODE_ALLY_STRIPES_COLOR [0.427, 0.619, 0.858, 0.0]
RADAR_RANGE_STRIPES_COLOR [1.0, 1.0, 0.0, 0.14]
RADAR_RANGE_COLOR [0.039, 0.627, 0.0, 1.0]
RADAR_RANGE_ALLIED_COLOR [0.0, 0.647, 1.0, 1.0]
RADAR_RANGE_SELECTED_COLOR [1.0, 1.0, 0.0, 1.0]
RADAR_ROTATION_SPEED 0.025
AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR [0, 0.8, 0, 0.0] Stripes over the regions indicating if the currently selected air wings can have assigned mission there or not.
AIR_RANGE_CANNOT_ASSIGN_MISSION_STRIPES_COLOR [0.8, 0, 0, 0.5]
AIR_RANGE_INDICATOR_DEFAULT_COLOR [1.0, 1.0, 0, 1] On map circle indicating the air wings range.
AIR_RANGE_INDICATOR_NO_WINGS_COLOR [1.0, 0, 0, 1] Same as above, but for air wings with no airplanes.
AIR_RANGE_INDICATOR_ROTATION_SPEED 0.0005 How quickly is that indicator rotating
AIR_MISSION_ARROW_ACTIVE_COLOR [0, 1.0, 0, 0.5] Color of the arrow drawn in the strategic air map mode, between the air base and the region for the active missions
AIR_MISSION_ARROW_NONACTIVE_COLOR [1.0, 1.0, 1.0, 0.2] Same as above, but for non active missions (when no air wing has any mission active)
AIR_MISSION_ARROW_SELECTED_COLOR [1.0, 1.0, 0, 0.8] Same as above, but for currently selected air wings/air bases.
AIR_TRANSFER_ARROW_COLOR [1, 1, 0, 0.75] Same as above, but for the arrows drawn between airbases for current transfers

NMapIcons[edit]

Name Default Comment
INTERPOLATION_SNAP_DISTANCE 0.3
DEFAULT_PRIORITY_UNITS_STACK 10
DEFAULT_PRIORITY_UNITS_STACK_GROUP 11
DEFAULT_PRIORITY_VICTORY_POINTS 5
DEFAULT_PRIORITY_RESOURCE 10
DEFAULT_PRIORITY_CONSTRUCTION_INFO 3
DEFAULT_PRIORITY_AIR_BASE 3
DEFAULT_PRIORITY_ROCKET_SITE 3
DEFAULT_PRIORITY_NAVAL_BASE 3
DEFAULT_PRIORITY_NAVAL_COMBAT 20
DEFAULT_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEFAULT_PRIORITY_LAND_COMBAT 20
DEFAULT_PRIORITY_NAVAL_MISSION 13
DEFAULT_PRIORITY_AIR_MISSION 13
DEFAULT_PRIORITY_SUPPLY 14
DEFAULT_PRIORITY_CAPITAL 5
DEFAULT_PRIORITY_PEACE_COST 3
DEFAULT_PRIORITY_ADJACENCY_RULE 3
STATES_PRIORITY_UNITS_STACK 10
STATES_PRIORITY_UNITS_STACK_GROUP 11
STATES_PRIORITY_VICTORY_POINTS 5
STATES_PRIORITY_RESOURCE 10
STATES_PRIORITY_CONSTRUCTION_INFO 3
STATES_PRIORITY_AIR_BASE 3
STATES_PRIORITY_ROCKET_SITE 3
STATES_PRIORITY_NAVAL_BASE 3
STATES_PRIORITY_NAVAL_COMBAT 20
STATES_PRIORITY_NAVAL_COMBAT_RESULTS 19
STATES_PRIORITY_LAND_COMBAT 20
STATES_PRIORITY_NAVAL_MISSION 13
STATES_PRIORITY_AIR_MISSION 13
STATES_PRIORITY_SUPPLY 14
STATES_PRIORITY_CAPITAL 5
STATES_PRIORITY_PEACE_COST 3
STATES_PRIORITY_ADJACENCY_RULE 3
SUPPLY_AREAS_PRIORITY_UNITS_STACK 10
SUPPLY_AREAS_PRIORITY_UNITS_STACK_GROUP 11
SUPPLY_AREAS_PRIORITY_VICTORY_POINTS 5
SUPPLY_AREAS_PRIORITY_RESOURCE 10
SUPPLY_AREAS_PRIORITY_CONSTRUCTION_INFO 3
SUPPLY_AREAS_PRIORITY_AIR_BASE 3
SUPPLY_AREAS_PRIORITY_ROCKET_SITE 3
SUPPLY_AREAS_PRIORITY_NAVAL_BASE 3
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT 20
SUPPLY_AREAS_PRIORITY_NAVAL_COMBAT_RESULTS 19
SUPPLY_AREAS_PRIORITY_LAND_COMBAT 20
SUPPLY_AREAS_PRIORITY_NAVAL_MISSION 13
SUPPLY_AREAS_PRIORITY_AIR_MISSION 13
SUPPLY_AREAS_PRIORITY_SUPPLY 14
SUPPLY_AREAS_PRIORITY_CAPITAL 5
SUPPLY_AREAS_PRIORITY_PEACE_COST 3
SUPPLY_AREAS_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_AIR_PRIORITY_UNITS_STACK 10
STRATEGIC_AIR_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_AIR_PRIORITY_VICTORY_POINTS 5
STRATEGIC_AIR_PRIORITY_RESOURCE 10
STRATEGIC_AIR_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_AIR_PRIORITY_AIR_BASE 30
STRATEGIC_AIR_PRIORITY_ROCKET_SITE 3
STRATEGIC_AIR_PRIORITY_NAVAL_BASE 3
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_AIR_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_AIR_PRIORITY_LAND_COMBAT 20
STRATEGIC_AIR_PRIORITY_NAVAL_MISSION 13
STRATEGIC_AIR_PRIORITY_AIR_MISSION 29
STRATEGIC_AIR_PRIORITY_SUPPLY 14
STRATEGIC_AIR_PRIORITY_CAPITAL 5
STRATEGIC_AIR_PRIORITY_PEACE_COST 3
STRATEGIC_AIR_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_NAVY_PRIORITY_UNITS_STACK 10
STRATEGIC_NAVY_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_NAVY_PRIORITY_VICTORY_POINTS 5
STRATEGIC_NAVY_PRIORITY_RESOURCE 10
STRATEGIC_NAVY_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_NAVY_PRIORITY_AIR_BASE 3
STRATEGIC_NAVY_PRIORITY_ROCKET_SITE 3
STRATEGIC_NAVY_PRIORITY_NAVAL_BASE 30
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_NAVY_PRIORITY_LAND_COMBAT 20
STRATEGIC_NAVY_PRIORITY_NAVAL_MISSION 29
STRATEGIC_NAVY_PRIORITY_AIR_MISSION 13
STRATEGIC_NAVY_PRIORITY_SUPPLY 14
STRATEGIC_NAVY_PRIORITY_CAPITAL 5
STRATEGIC_NAVY_PRIORITY_PEACE_COST 3
STRATEGIC_NAVY_PRIORITY_ADJACENCY_RULE 3
RESISTANCE_PRIORITY_UNITS_STACK 10
RESISTANCE_PRIORITY_UNITS_STACK_GROUP 11
RESISTANCE_PRIORITY_VICTORY_POINTS 5
RESISTANCE_PRIORITY_RESOURCE 10
RESISTANCE_PRIORITY_CONSTRUCTION_INFO 3
RESISTANCE_PRIORITY_AIR_BASE 3
RESISTANCE_PRIORITY_ROCKET_SITE 3
RESISTANCE_PRIORITY_NAVAL_BASE 3
RESISTANCE_PRIORITY_NAVAL_COMBAT 20
RESISTANCE_PRIORITY_NAVAL_COMBAT_RESULTS 19
RESISTANCE_PRIORITY_LAND_COMBAT 20
RESISTANCE_PRIORITY_NAVAL_MISSION 13
RESISTANCE_PRIORITY_AIR_MISSION 13
RESISTANCE_PRIORITY_SUPPLY 14
RESISTANCE_PRIORITY_CAPITAL 5
RESISTANCE_PRIORITY_PEACE_COST 3
RESISTANCE_PRIORITY_ADJACENCY_RULE 3
RESOURCES_PRIORITY_UNITS_STACK 10
RESOURCES_PRIORITY_UNITS_STACK_GROUP 11
RESOURCES_PRIORITY_VICTORY_POINTS 5
RESOURCES_PRIORITY_RESOURCE 10
RESOURCES_PRIORITY_CONSTRUCTION_INFO 3
RESOURCES_PRIORITY_AIR_BASE 3
RESOURCES_PRIORITY_ROCKET_SITE 3
RESOURCES_PRIORITY_NAVAL_BASE 3
RESOURCES_PRIORITY_NAVAL_COMBAT 20
RESOURCES_PRIORITY_NAVAL_COMBAT_RESULTS 19
RESOURCES_PRIORITY_LAND_COMBAT 20
RESOURCES_PRIORITY_NAVAL_MISSION 13
RESOURCES_PRIORITY_AIR_MISSION 13
RESOURCES_PRIORITY_SUPPLY 14
RESOURCES_PRIORITY_CAPITAL 5
RESOURCES_PRIORITY_PEACE_COST 3
RESOURCES_PRIORITY_ADJACENCY_RULE 3
DIPLOMACY_PRIORITY_UNITS_STACK 10
DIPLOMACY_PRIORITY_UNITS_STACK_GROUP 11
DIPLOMACY_PRIORITY_VICTORY_POINTS 5
DIPLOMACY_PRIORITY_RESOURCE 10
DIPLOMACY_PRIORITY_CONSTRUCTION_INFO 3
DIPLOMACY_PRIORITY_AIR_BASE 3
DIPLOMACY_PRIORITY_ROCKET_SITE 3
DIPLOMACY_PRIORITY_NAVAL_BASE 3
DIPLOMACY_PRIORITY_NAVAL_COMBAT 20
DIPLOMACY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DIPLOMACY_PRIORITY_LAND_COMBAT 20
DIPLOMACY_PRIORITY_NAVAL_MISSION 13
DIPLOMACY_PRIORITY_AIR_MISSION 13
DIPLOMACY_PRIORITY_SUPPLY 14
DIPLOMACY_PRIORITY_CAPITAL 5
DIPLOMACY_PRIORITY_PEACE_COST 3
DIPLOMACY_PRIORITY_ADJACENCY_RULE 3
FACTIONS_PRIORITY_UNITS_STACK 10
FACTIONS_PRIORITY_UNITS_STACK_GROUP 11
FACTIONS_PRIORITY_VICTORY_POINTS 5
FACTIONS_PRIORITY_RESOURCE 10
FACTIONS_PRIORITY_CONSTRUCTION_INFO 3
FACTIONS_PRIORITY_AIR_BASE 3
FACTIONS_PRIORITY_ROCKET_SITE 3
FACTIONS_PRIORITY_NAVAL_BASE 3
FACTIONS_PRIORITY_NAVAL_COMBAT 20
FACTIONS_PRIORITY_NAVAL_COMBAT_RESULTS 19
FACTIONS_PRIORITY_LAND_COMBAT 20
FACTIONS_PRIORITY_NAVAL_MISSION 13
FACTIONS_PRIORITY_AIR_MISSION 13
FACTIONS_PRIORITY_SUPPLY 14
FACTIONS_PRIORITY_CAPITAL 5
FACTIONS_PRIORITY_PEACE_COST 3
FACTIONS_PRIORITY_ADJACENCY_RULE 3
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK 10
STRATEGIC_REGIONS_PRIORITY_UNITS_STACK_GROUP 11
STRATEGIC_REGIONS_PRIORITY_VICTORY_POINTS 5
STRATEGIC_REGIONS_PRIORITY_RESOURCE 10
STRATEGIC_REGIONS_PRIORITY_CONSTRUCTION_INFO 3
STRATEGIC_REGIONS_PRIORITY_AIR_BASE 3
STRATEGIC_REGIONS_PRIORITY_ROCKET_SITE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_BASE 3
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT 20
STRATEGIC_REGIONS_PRIORITY_NAVAL_COMBAT_RESULTS 19
STRATEGIC_REGIONS_PRIORITY_LAND_COMBAT 20
STRATEGIC_REGIONS_PRIORITY_NAVAL_MISSION 13
STRATEGIC_REGIONS_PRIORITY_AIR_MISSION 13
STRATEGIC_REGIONS_PRIORITY_SUPPLY 14
STRATEGIC_REGIONS_PRIORITY_CAPITAL 5
STRATEGIC_REGIONS_PRIORITY_PEACE_COST 3
STRATEGIC_REGIONS_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK 10
DEPLOYMENT_AIR_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_AIR_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_AIR_PRIORITY_RESOURCE 10
DEPLOYMENT_AIR_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_AIR_PRIORITY_AIR_BASE 3
DEPLOYMENT_AIR_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_AIR_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_AIR_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_AIR_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_AIR_PRIORITY_AIR_MISSION 13
DEPLOYMENT_AIR_PRIORITY_SUPPLY 14
DEPLOYMENT_AIR_PRIORITY_CAPITAL 5
DEPLOYMENT_AIR_PRIORITY_PEACE_COST 3
DEPLOYMENT_AIR_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK 10
DEPLOYMENT_NAVY_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_NAVY_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_NAVY_PRIORITY_RESOURCE 10
DEPLOYMENT_NAVY_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_NAVY_PRIORITY_AIR_BASE 3
DEPLOYMENT_NAVY_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_NAVY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_NAVY_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_NAVY_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_NAVY_PRIORITY_AIR_MISSION 13
DEPLOYMENT_NAVY_PRIORITY_SUPPLY 14
DEPLOYMENT_NAVY_PRIORITY_CAPITAL 5
DEPLOYMENT_NAVY_PRIORITY_PEACE_COST 3
DEPLOYMENT_NAVY_PRIORITY_ADJACENCY_RULE 3
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK 10
DEPLOYMENT_MILITARY_PRIORITY_UNITS_STACK_GROUP 11
DEPLOYMENT_MILITARY_PRIORITY_VICTORY_POINTS 5
DEPLOYMENT_MILITARY_PRIORITY_RESOURCE 10
DEPLOYMENT_MILITARY_PRIORITY_CONSTRUCTION_INFO 3
DEPLOYMENT_MILITARY_PRIORITY_AIR_BASE 3
DEPLOYMENT_MILITARY_PRIORITY_ROCKET_SITE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_BASE 3
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT 20
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_COMBAT_RESULTS 19
DEPLOYMENT_MILITARY_PRIORITY_LAND_COMBAT 20
DEPLOYMENT_MILITARY_PRIORITY_NAVAL_MISSION 13
DEPLOYMENT_MILITARY_PRIORITY_AIR_MISSION 13
DEPLOYMENT_MILITARY_PRIORITY_SUPPLY 14
DEPLOYMENT_MILITARY_PRIORITY_CAPITAL 5
DEPLOYMENT_MILITARY_PRIORITY_PEACE_COST 3
DEPLOYMENT_MILITARY_PRIORITY_ADJACENCY_RULE 3
PEACE_CONFERENCE_PRIORITY_UNITS_STACK 10
PEACE_CONFERENCE_PRIORITY_UNITS_STACK_GROUP 11
PEACE_CONFERENCE_PRIORITY_VICTORY_POINTS 5
PEACE_CONFERENCE_PRIORITY_RESOURCE 10
PEACE_CONFERENCE_PRIORITY_CONSTRUCTION_INFO 3
PEACE_CONFERENCE_PRIORITY_AIR_BASE 3
PEACE_CONFERENCE_PRIORITY_ROCKET_SITE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_BASE 3
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT 20
PEACE_CONFERENCE_PRIORITY_NAVAL_COMBAT_RESULTS 19
PEACE_CONFERENCE_PRIORITY_LAND_COMBAT 20
PEACE_CONFERENCE_PRIORITY_NAVAL_MISSION 13
PEACE_CONFERENCE_PRIORITY_AIR_MISSION 13
PEACE_CONFERENCE_PRIORITY_SUPPLY 14
PEACE_CONFERENCE_PRIORITY_CAPITAL 5
PEACE_CONFERENCE_PRIORITY_PEACE_COST 3
PEACE_CONFERENCE_PRIORITY_ADJACENCY_RULE 3
INFRASTRUCTURE_PRIORITY_UNITS_STACK 10
INFRASTRUCTURE_PRIORITY_UNITS_STACK_GROUP 11
INFRASTRUCTURE_PRIORITY_VICTORY_POINTS 5
INFRASTRUCTURE_PRIORITY_RESOURCE 10
INFRASTRUCTURE_PRIORITY_CONSTRUCTION_INFO 3
INFRASTRUCTURE_PRIORITY_AIR_BASE 3
INFRASTRUCTURE_PRIORITY_ROCKET_SITE 3
INFRASTRUCTURE_PRIORITY_NAVAL_BASE 3
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT 20
INFRASTRUCTURE_PRIORITY_NAVAL_COMBAT_RESULTS 19
INFRASTRUCTURE_PRIORITY_LAND_COMBAT 20
INFRASTRUCTURE_PRIORITY_NAVAL_MISSION 13
INFRASTRUCTURE_PRIORITY_AIR_MISSION 13
INFRASTRUCTURE_PRIORITY_SUPPLY 14
INFRASTRUCTURE_PRIORITY_CAPITAL 5
INFRASTRUCTURE_PRIORITY_PEACE_COST 3
INFRASTRUCTURE_PRIORITY_ADJACENCY_RULE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK 10
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_UNITS_STACK_GROUP 11
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_VICTORY_POINTS 5
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_RESOURCE 10
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CONSTRUCTION_INFO 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_BASE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ROCKET_SITE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_BASE 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT 20
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_COMBAT_RESULTS 19
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_LAND_COMBAT 20
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_NAVAL_MISSION 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_AIR_MISSION 13
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_SUPPLY 14
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_CAPITAL 5
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_PEACE_COST 3
DIPLOMACY_FABRICATE_CLAIM_PRIORITY_ADJACENCY_RULE 3
MANPOWER_PRIORITY_UNITS_STACK 10
MANPOWER_PRIORITY_UNITS_STACK_GROUP 11
MANPOWER_PRIORITY_VICTORY_POINTS 5
MANPOWER_PRIORITY_RESOURCE 10
MANPOWER_PRIORITY_CONSTRUCTION_INFO 3
MANPOWER_PRIORITY_AIR_BASE 3
MANPOWER_PRIORITY_ROCKET_SITE 3
MANPOWER_PRIORITY_NAVAL_BASE 3
MANPOWER_PRIORITY_NAVAL_COMBAT 20
MANPOWER_PRIORITY_NAVAL_COMBAT_RESULTS 19
MANPOWER_PRIORITY_LAND_COMBAT 20
MANPOWER_PRIORITY_NAVAL_MISSION 13
MANPOWER_PRIORITY_AIR_MISSION 13
MANPOWER_PRIORITY_SUPPLY 14
MANPOWER_PRIORITY_CAPITAL 5
MANPOWER_PRIORITY_PEACE_COST 3
MANPOWER_PRIORITY_ADJACENCY_RULE 3
IDEOLOGY_PRIORITY_UNITS_STACK 10
IDEOLOGY_PRIORITY_UNITS_STACK_GROUP 11
IDEOLOGY_PRIORITY_VICTORY_POINTS 5
IDEOLOGY_PRIORITY_RESOURCE 10
IDEOLOGY_PRIORITY_CONSTRUCTION_INFO 3
IDEOLOGY_PRIORITY_AIR_BASE 3
IDEOLOGY_PRIORITY_ROCKET_SITE 3
IDEOLOGY_PRIORITY_NAVAL_BASE 3
IDEOLOGY_PRIORITY_NAVAL_COMBAT 20
IDEOLOGY_PRIORITY_NAVAL_COMBAT_RESULTS 19
IDEOLOGY_PRIORITY_LAND_COMBAT 20
IDEOLOGY_PRIORITY_NAVAL_MISSION 13
IDEOLOGY_PRIORITY_AIR_MISSION 13
IDEOLOGY_PRIORITY_SUPPLY 14
IDEOLOGY_PRIORITY_CAPITAL 5
IDEOLOGY_PRIORITY_PEACE_COST 3
IDEOLOGY_PRIORITY_ADJACENCY_RULE 3
START_CONSTRUCTION_PRIORITY_UNITS_STACK 10
START_CONSTRUCTION_PRIORITY_UNITS_STACK_GROUP 11
START_CONSTRUCTION_PRIORITY_VICTORY_POINTS 5
START_CONSTRUCTION_PRIORITY_RESOURCE 10
START_CONSTRUCTION_PRIORITY_CONSTRUCTION_INFO 3
START_CONSTRUCTION_PRIORITY_AIR_BASE 3
START_CONSTRUCTION_PRIORITY_ROCKET_SITE 3
START_CONSTRUCTION_PRIORITY_NAVAL_BASE 3
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT 20
START_CONSTRUCTION_PRIORITY_NAVAL_COMBAT_RESULTS 19
START_CONSTRUCTION_PRIORITY_LAND_COMBAT 20
START_CONSTRUCTION_PRIORITY_NAVAL_MISSION 13
START_CONSTRUCTION_PRIORITY_AIR_MISSION 13
START_CONSTRUCTION_PRIORITY_SUPPLY 14
START_CONSTRUCTION_PRIORITY_CAPITAL 5
START_CONSTRUCTION_PRIORITY_PEACE_COST 3
START_CONSTRUCTION_PRIORITY_ADJACENCY_RULE 3
PLAYERS_PRIORITY_UNITS_STACK 10
PLAYERS_PRIORITY_UNITS_STACK_GROUP 11
PLAYERS_PRIORITY_VICTORY_POINTS 5
PLAYERS_PRIORITY_RESOURCE 10
PLAYERS_PRIORITY_CONSTRUCTION_INFO 3
PLAYERS_PRIORITY_AIR_BASE 3
PLAYERS_PRIORITY_ROCKET_SITE 3
PLAYERS_PRIORITY_NAVAL_BASE 3
PLAYERS_PRIORITY_NAVAL_COMBAT 20
PLAYERS_PRIORITY_NAVAL_COMBAT_RESULTS 19
PLAYERS_PRIORITY_LAND_COMBAT 20
PLAYERS_PRIORITY_NAVAL_MISSION 13
PLAYERS_PRIORITY_AIR_MISSION 13
PLAYERS_PRIORITY_SUPPLY 14
PLAYERS_PRIORITY_CAPITAL 5
PLAYERS_PRIORITY_PEACE_COST 3
PLAYERS_PRIORITY_ADJACENCY_RULE 3

NAirGfx[edit]

Name Default Comment
AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED [0.3, 0.35, 0.4, 0.45, 0.5, 0.55] Speed factor for each game speed (begin with paused). Larger value = faster animation.
AIRPLANES_CURVE_POINT_DENSITY 5.0 Higher value = more midpoints in the flight path.
AIRPLANES_CURVE_MAX_EXTRAPOLATION 30.0 It's the limit value that avoid making gigantic curves that may happen when flight path is very long.
AIRPLANES_CURVE_MIN_ELEVATION 4.0 Minimum height above the ground that the curve will generate it's points. Excludes first and last point (takeoff/landing).
AIRPLANES_SCALE_TAKEOFF_DIST 0.1 Until first x% of the flight path, the airplane will scale up.
AIRPLANES_SCALE_MIN 0.1 Minimum airplane scale down when takeoff/landing.
AIRPLANES_SCALE_LANDING_DIST 0.9 After last x% of the flight path, the airplane will scale down.
AIRPLANES_SMOOTH_INTERPOLATION_MOVE 0.13 How smooth is the movement interpolation.
AIRPLANES_SMOOTH_INTERPOLATION_TURN 0.095 How smooth is the turning interpolation.
AIRPLANES_BANK_STRENGTH 210.0 Multiplier of how much the curve affects the wings banking. (angle limited by the following value)
AIRPLANES_BANK_ANGLE_LIMIT 55.0 Bank angle limit.
AIRPLANES_SCENE_DIR_RAND_MIN_ANGLE 10.0 World scene Y direction random angle bonus (min value)
AIRPLANES_SCENE_DIR_RAND_MAX_ANGLE 40.0 World scene Y direction random angle bonus (max value)
AIRPLANES_GROUND_COLLISION_OFFSET_Y -5.0 Lets the 3d airplanes disappear after going a bit under the ground.
AIRPLANES_1_FIGHTER_PATROL_ANIM 1 Number of fighters needed for a single instance of this animation
AIRPLANES_3_FIGHTER_PATROL_ANIM 3 Number of fighters needed for a single instance of this animation
AIRPLANES_1_BOMBER_BOMBING_ANIM 1 Number of bombers needed for a single instance of this animation
AIRPLANES_3_BOMBER_BOMBING_ANIM 3 Number of bombers needed for a single instance of this animation
AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM 1 Number of fighters needed per side for a single instance of this animation
AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM 3 Number of fighters needed per side for a single instance of this animation
AIRPLANES_1_TRANSPORT_SUPPLY_ANIM 1 Number of planes needed for a single instance of this animation
AIRPLANES_3_TRANSPORT_SUPPLY_ANIM 3 Number of planes needed for a single instance of this animation
ROCKET_SPEED 15.0 Speed of rockets launched from rocket sites
BOMBERS_DIVISION_FACTOR 60 Number of effective bombers in a strategic region will be divided by this factor.
MISSILES_DIVISION_FACTOR 60 Number of missiles shown in a strategic region will be divided by this factor.
FIGHTERS_DIVISION_FACTOR 60 Number of missiles shown in a strategic region will be divided by this factor.
TRANSPORT_DIVISION_FACTOR 60
MAX_MISSILE_BOMBING_SCENARIOS 2 Max number of missile bombing scenarios in a strategic region.
MAX_PATROL_SCENARIOS 2 Max number of patrol scenarios in a strategic region.
MAX_BOMBING_SCENARIOS 2 Max number of bombings scenarios in a strategic region.
MAX_DOGFIGHTS_SCENARIOS 2 Max number of dogfight scenarios in a strategic region.
MAX_TRANSPORT_SCENARIOS 2 Max number of transport scenarios in a strategic region

NGraphics[edit]

Name Default Comment
COUNTER_MODE_ALLEGIANCE_OURS [0.32, 0.71, 0.39, 1.0]
COUNTER_MODE_ALLEGIANCE_ALLIED [0.31, 0.65, 0.94, 1.0]
COUNTER_MODE_ALLEGIANCE_ENEMY [0.91, 0.3, 0.3, 1.0]
COUNTER_MODE_ALLEGIANCE_OTHER [0.8, 0.8, 0.8, 1.0]
MAX_MESHES_LOADED_PER_FRAME 10
MESH_POPUP_SCALE_UP_SPEED 5.0
MESH_POPUP_SCALE_DOWN_SPEED 2.1
SHIP_POPUP_SCALE_DOWN_SPEED 4.1
PORT_SHIP_OFFSET 2.0
SHIP_IN_PORT_SCALE 0.25
MAP_BUILDINGS_SHRINK_DISTANCE 180
CITY_SPRAWL_SHRINK_DISTANCE 220.0 Start shrinking at this distance
CITY_SPRAWL_DRAW_DISTANCE 250.0 Remove at this distance
CITY_SPRAWL_AMOUNT 3.0 Size of cities, higher gives larger cities
DRAW_MAP_OBJECTS_CUTOFF 550.0 Remove map objects at this distance
CITY_SPRAWL_NUDGE_TAX_VALUE 50 Debug flag
PROVINCE_NAME_DRAW_DISTANCE 500.0 Remove province names beyond this distance
DIRECTION_POINTER_DRAW_DISTANCE 1200.0 Direction pointer arrow will not be drawn beyond this distance
DIRECTION_POINTER_INTERPOLATION_SPEED 0.275 How fast the arrow is interpolating
DIRECTION_POINTER_SCREEN_AREA_MAX 0.935 The moment when the arrow snaps to the province (value is in DOT PRODUCT) 0.9-0.99
DIRECTION_POINTER_SCREEN_AREA_MIN 0.91 The moment when the arrow starts getting closer to the target before it snaps.
DIRECTION_POINTER_SIZE_MIN 0.9 Size of the arrow interpolated dependly on camera distance
DIRECTION_POINTER_SIZE_MAX 10.0
DIRECTION_POINTER_GROUND_OFFSET 5.0 Offset Y above the ground for arrow to point at
LIGHT_DIRECTION_X -1.0
LIGHT_DIRECTION_Y -1.0
LIGHT_DIRECTION_Z 0.5
LIGHT_SHADOW_DIRECTION_X -5.0
LIGHT_SHADOW_DIRECTION_Y -8.0
LIGHT_SHADOW_DIRECTION_Z 5.0
LIGHT_HDR_RANGE 1.0
BORDER_WIDTH 1.5
PROVINCE_BORDER_FADE_NEAR 200
PROVINCE_BORDER_FADE_FAR 300
STATE_BORDER_FADE_NEAR 400
STATE_BORDER_FADE_FAR 500
TRADE_GOODS_ROTATE_SPEED 0.2 Higher values gives a faster speed
TRADE_GOODS_SPEED 0.02 Higher values gives a faster speed
LAND_UNIT_MOVEMENT_SPEED 12
NAVAL_UNIT_MOVEMENT_SPEED 12
ARROW_MOVEMENT_SPEED 2
DRAW_DETAILED_CUTOFF 400
DRAW_TRADEROUTES_CUTOFF 400
DRAW_TRADEROUTES_CUTOFF_TRADE_MAPMODE 3000
TRADEROUTE_SMOOTHNESS 0.65
TRADEROUTE_SMOOTHEN_PASSES 2
SUPPLYFLOW_SMOOTHNESS 0.25
SUPPLYFLOW_SMOOTHEN_PASSES 2
SNAPPED_OFF_FRONT_SMOOTHNESS 0.5
SNAPPED_OFF_FRONT_SMOOTHEN_PASSES 2
ROOT_FRONT_SMOOTHNESS 0.5
ROOT_FRONT_SMOOTHEN_PASSES 1
ROOT_FRONT_OFFSET 1.5 How far the defensive line is offset from the front.
ROOT_FRONT_MAX_INTERSECTION_TESTS_FRONT 30 How many points before the current one to check for intersections against (optimization)
ROOT_FRONT_MAX_INTERSECTION_TESTS_ORDER 25 How many points before the current one to check for intersections against (optimization)
ORDER_FRONT_MAX_OFFSETS 4 Max amount, the overlapping defensive lines can offset from the border.
ORDER_FRONT_SMOOTHNESS 0.5
ORDER_FRONT_SMOOTHEN_PASSES 2
ORDER_MOVE_SMOOTHNESS 0.99
ORDER_MOVE_SMOOTHEN_PASSES 2
UNIT_TURN_SPEED 3
WATER_MAP_MODE_COLOR_R 0.27
WATER_MAP_MODE_COLOR_G 0.42
WATER_MAP_MODE_COLOR_B 0.64
CAPITAL_INDICATOR_HEIGHT 5.8
CAPITAL_INDICATOR_HEIGHT_SCALE 200.0
BORDER_COLOR_SELECTION_STATE_R 1.0
BORDER_COLOR_SELECTION_STATE_G 0.62
BORDER_COLOR_SELECTION_STATE_B 0.33
BORDER_COLOR_SELECTION_STATE_A 1.0
BORDER_COLOR_SELECTION_SUPPLY_AREA_R 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_G 0.2
BORDER_COLOR_SELECTION_SUPPLY_AREA_B 0.6
BORDER_COLOR_SELECTION_SUPPLY_AREA_A 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_R 0.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_G 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_B 1.0
BORDER_COLOR_SELECTION_ADJACENCY_RULE_AREA_A 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_R 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_G 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_B 1.0
BORDER_COLOR_SELECTION_BUILDING_AREA_A 1.0
BORDER_COLOR_SELECTION_PROVINCE_R 1.0
BORDER_COLOR_SELECTION_PROVINCE_G 0.8
BORDER_COLOR_SELECTION_PROVINCE_B 0.0
BORDER_COLOR_SELECTION_PROVINCE_A 1.0
BORDER_COLOR_CUSTOM_HIGHLIGHT_R 0.0
BORDER_COLOR_CUSTOM_HIGHLIGHT_G 0.61
BORDER_COLOR_CUSTOM_HIGHLIGHT_B 0.75
BORDER_COLOR_CUSTOM_HIGHLIGHT_A 1.0
BORDER_COLOR_TUTORIAL_HIGHLIGHT_R 0.0
BORDER_COLOR_TUTORIAL_HIGHLIGHT_G 0.61
BORDER_COLOR_TUTORIAL_HIGHLIGHT_B 0.75
BORDER_COLOR_TUTORIAL_HIGHLIGHT_A 1.0
BORDER_COLOR_DEMILITARIZED_R 1.0
BORDER_COLOR_DEMILITARIZED_G 0.06
BORDER_COLOR_DEMILITARIZED_B 0.0
BORDER_COLOR_DEMILITARIZED_A 0.9
BORDER_COLOR_BORDER_CONFLICT_EDGE_R 1.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_G 0.2
BORDER_COLOR_BORDER_CONFLICT_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_EDGE_A 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_R 0.7
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_G 1.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_B 0.0
BORDER_COLOR_BORDER_CONFLICT_NON_EDGE_A 0.9
DRAW_REFRACTIONS_CUTOFF 250
DRAW_SHADOWS_CUTOFF 400
DRAW_SHADOWS_FADE_LENGTH 50
DRAW_FOW_CUTOFF 400
DRAW_FOW_FADE_LENGTH 350
GRADIENT_BORDERS_FIELD_COUNTRY_REFRESH 10 When country changes it's size by X provinces, then it refresh it's thickness and rebuilds all provinces
GRADIENT_BORDERS_FIELD_COUNTRY_LOW 300.0 country area in sum of pixels ...
GRADIENT_BORDERS_FIELD_COUNTRY_HIGH 9000.0 ... the value is squared, so fe. country of size 100x100pix = 10000
GRADIENT_BORDERS_THICKNESS_COUNTRY_LOW 5.0 thickness in pixels
GRADIENT_BORDERS_COUNTRY_CENTER_THICKNESS 2.0 The center gradient is linear 1/255 per pixel for this many pixels
GRADIENT_BORDERS_THICKNESS_COUNTRY_HIGH 25.0
GRADIENT_BORDERS_THICKNESS_STATE 11.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_A 2.0
GRADIENT_BORDERS_THICKNESS_SUPPLY_AREA_B 20.0
GRADIENT_BORDERS_THICKNESS_STRATEGIC_REGIONS 150.0
GRADIENT_BORDERS_THICKNESS_RESISTANCE 10.0
GRADIENT_BORDERS_THICKNESS_RADARS 20.0 (OBSOLETE)
GRADIENT_BORDERS_THICKNESS_DIPLOMACY 12.0
GRADIENT_BORDERS_OUTLINE_CUTOFF_COUNTRY 0.973 Magic number to balance cutoff on edges without neighbor
GRADIENT_BORDERS_OUTLINE_CUTOFF_STATE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_SUPPLY_AREA 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_STRATEGIC_REGIONS 0.98
GRADIENT_BORDERS_OUTLINE_CUTOFF_RESISTANCE 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_RADARS 0.973
GRADIENT_BORDERS_OUTLINE_CUTOFF_FACTIONS 0.973
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_COUNTRY 0.0 0 to 1 value for override filling when camera zooms in/out. 0 = override disabled
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STATE 0.4
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_SUPPLY_AREA 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_STRATEGIC_REGIONS 1.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RESISTANCE 0.0
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_RADARS 0.0 (OBSOLETE)
GRADIENT_BORDERS_CAMERA_DISTANCE_OVERRIDE_FACTIONS 0.0
GRADIENT_BORDERS_OPTIMIZATION_RANGE 30.0 smaller value = faster gradient borders but may have artifacts on large provinces (value to balance)
GRADIENT_BORDERS_REFRESH_FREQ 0.12 how frequent is gradient borders repainting (optimization for high-speed gameplay)
STRATEGIC_AIR_COLOR_BAD [0.8, 0, 0, 1] rgb
STRATEGIC_AIR_COLOR_GOOD [0, 0.8, 0, 1]
STRATEGIC_AIR_COLOR_AVERAGE [0.8, 0.8, 0, 1]
STRATEGIC_AIR_COLOR_NEUTRAL ['/255', '/255', '/255', 1]
RESISTANCE_COLOR_GOOD [0.8, 0.8, 0, 1] rgb
RESISTANCE_COLOR_AVERAGE [0.8, 0.4, 0, 1]
RESISTANCE_COLOR_BAD [0.8, 0, 0, 1]
CONSTRUCTION_CONVERSION_COLOR [0.9, 0.9, 0.3, 1]
STRATEGIC_NAVY_COLOR_MISSION [1.0, 0.7, 0.0, 1]
STRATEGIC_NAVY_COLOR_NEUTRAL [0.5, 0.5, 0.5, 1]
VIRTUAL_BATTLEPLANS_COLOR [0.2, 1.0, 0.2, 1]
ALLIED_BATTLEPLANS_COLOR [0.3, 0.4, 1.0, 1]
OFFENSIVE_PING_CIRCLE_COLOR [0.64, 0.48, 0.35]
DEFENSIVE_PING_CIRCLE_COLOR [0.4, 0.55, 0.66]
ORDERS_ARROW_SNAP_MIN_DIST 20 distance in "map pixels" when snapping arrows works
GMT_OFFSET 2793 X position on map, of Greenwitch GMT+0 (see also in shader daynight.fxh)
DAY_NIGHT_FEATHER 0.024 Feather value between complete darkness and the day (see also in shader daynight.fxh)
SOUTH_POLE_OFFSET 0.17 Our map is missing big parts of globe on north and south (see also in shader daynight.fxh)
NORTH_POLE_OFFSET 0.93
COUNTRY_FLAG_TEX_WIDTH 82 Expected texture size
COUNTRY_FLAG_TEX_HEIGHT 52
COUNTRY_FLAG_MEDIUM_TEX_WIDTH 41
COUNTRY_FLAG_MEDIUM_TEX_HEIGHT 26
COUNTRY_FLAG_SMALL_TEX_WIDTH 10
COUNTRY_FLAG_SMALL_TEX_HEIGHT 7
COUNTRY_FLAG_TEX_MAX_SIZE 256 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_SMALL_TEX_MAX_SIZE 64 Tweak dependly on amount of countries. Must be power of 2. No more then 2048.
COUNTRY_FLAG_STRIPE_TEX_MAX_WIDTH 10
COUNTRY_FLAG_STRIPE_TEX_MAX_HEIGHT 1024
COUNTRY_FLAG_LARGE_STRIPE_MAX_WIDTH 41
COUNTRY_FLAG_LARGE_STRIPE_MAX_HEIGHT 4000
VICTORY_POINT_LEVELS 2
VICTORY_POINT_MAP_ICON_AFTER [0, 20] After this amount of VP the map icon becomes bigger dot.
VICTORY_POINT_MAP_ICON_TEXT_CUTOFF [100, 250, 500] At what camera distance the VP name text disappears.
VICTORY_POINTS_DISTANCE_CUTOFF [300, 500, 1500] At what distance VPs are hidden
AIRBASE_ICON_DISTANCE_CUTOFF 900 At what distance air bases are hidden
NAVALBASE_ICON_DISTANCE_CUTOFF 1300 At what distance naval bases are hidden
RADAR_ICON_DISTANCE_CUTOFF 1100 At what distance the radars are hidden
RESOURCE_MAP_ICON_TEXT_CUTOFF 800 At what camera distance the resource name/amount text disappears.
PROVINCE_ANIM_TEXT_DISTANCE_CUTOFF 500
CAPITAL_ICON_CUTOFF 1500 At what camera distance capital icons disappears
UNITS_DISTANCE_CUTOFF 120
SHIPS_DISTANCE_CUTOFF 240
UNIT_ARROW_DISTANCE_CUTOFF 875
UNITS_ICONS_DISTANCE_CUTOFF 900
NAVAL_COMBAT_DISTANCE_CUTOFF 1500
ADJACENCY_RULE_DISTANCE_CUTOFF 1700
LAND_COMBAT_DISTANCE_CUTOFF 1500
SUPPLY_ICON_DISTANCE_CUTOFF 2500
PROV_CONSTRUCTION_ICON_DISTANCE_CUTOFF 400
STATE_CONSTRUCTION_ICON_DISTANCE_CUTOFF 800
MAP_ICONS_GROUP_MAX_SIZE 15 max size in screen pixels of the group of merged icons
MAP_ICONS_GROUP_CAM_DISTANCE 90.0 camera distance at which the icons begin to group up
MAP_ICONS_STATE_GROUP_CAM_DISTANCE 180.0 Camera distance at which the icons begin to group up on state level
MAP_ICONS_STRATEGIC_GROUP_CAM_DISTANCE 350 second camera distance at which the icons begin to group up
MAP_ICONS_STRATEGIC_AREA_HUGE 220
MAP_ICONS_STATE_HUGE 100
MAPICON_GROUP_PASSES 20 how many mapicons get processed per frame for grouping. more = quicker response, fewer = better performance
MAPICON_GROUP_STRATEGIC_SIZE 1000 for strategic areas of this size or bigger we dont do strategic area grouping
MAP_ICONS_GROUP_SPLIT_SELECTED_LIMIT 8 Maximum number of units selected that will cause icon stacks to split
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE 350 Distance at which icon grouping becomes very coarse and merges different types of units
MAP_ICONS_COARSE_COUNTRY_GROUPING_DISTANCE_STRATEGIC 350 Distance at which icon grouping becomes very coarse and merges different types of units for strategic mapmodes
RIVER_FADE_FROM 20.0 the last river endings got faded out, X distance from the ending...
RIVER_FADE_TO 3.0
TOOLTIP_DELAYED_DELAY 1 How long before showing delayed tooltip.
TOOLTIP_SHOW_DELAY 0.05 How long before showing delayed tooltip.
TOOLTIP_HIDE_DELAY 0.05 How long before showing delayed tooltip.
MAP_ORDERS_MIN_LINE_POINTS 8 Minimum number of points that an arrow/line must have to be valid (it's a fix to avoid being able to draw empty invisible orders) - use debug_lines console command to debug it and tweak.
DIVISION_NAMES_GROUP_MAX_TOOLTIP_ENTRIES 15 Max entries to display the names in the tooltip, when mouse over the division-names-group in the division template designer.
WEATHER_DISTANCE_CUTOFF 1500 At what distance weather effects are hidden
WEATHER_DISTANCE_FADE_LENGTH 400 How far the fade out distance should be
WEATHER_ZOOM_IN_CUTOFF 358 At what distance weather effects are faded out the most when zooming in
WEATHER_ZOOM_IN_FADE_LENGTH 220 How far the zoom in fade out distance should be
WEATHER_ZOOM_IN_FADE_FACTOR 0.0 How much the weather effects should fade out when maximum zoomed in
WEATHER_PLAYBACK_RATE 0.15 Playback rate at maximum distance
WEATHER_PLAYBACK_RATE_CUTOFF 500 Playback rate maximum distance
WEATHER_PLAYBACK_RATE_LENGTH 200 For how long to fade between normal playback rate and maximum distance playback rate
POSTEFFECT_PER_PROVINCE_MIN_SNOW 0.1
POSTEFFECT_PER_PROVINCE_MAX_SNOW 0.2
POSTEFFECT_TOTAL_MIN_SNOW 0.0
POSTEFFECT_TOTAL_MAX_SNOW 0.05
POSTEFFECT_FEATHER_MIN_DISTANCE 300.0
POSTEFFECT_FEATHER_MAX_DISTANCE 2000.0
POSTEFFECT_FEATHER_AT_MIN 0.03
POSTEFFECT_FEATHER_AT_MAX 0.8
LAND_COMBAT_BALANCED_COLOR [1.0, 1.0, 0.0, 1.0]
LAND_COMBAT_LOSING_COLOR [1.0, 0.0, 0.0, 1.0]
LAND_COMBAT_WINNING_COLOR [0.0, 1.0, 0.0, 1.0]
LAND_COMBAT_LOSING_COLOR_VALUE 0.4
LAND_COMBAT_WINNING_COLOR_VALUE 0.7
BLOOM_WIDTH 1.5 1.0 is night
BLOOM_SCALE 0.9 3.0 is night
BRIGHT_THRESHOLD 0.4 0.9 is night
EMISSIVE_BLOOM_STRENGTH 1.0
MIN_HDR_ADJUSTMENT 0.5
MAX_HDR_ADJUSTMENT 1.0
HDR_ADJUSTMENT_SPEED 15.0
TONE_MAP_MIDDLE_GREY 0.5
TONE_MAP_LUMINANCE_WHITE 1.0
MOON_HEIGHT 600 higher means softer shadows and more intense light
SUN_HEIGHT 600 higher means softer shadows and more intense light
MOON_HEIGHT_WATER 550 higher means softer shadows and more intense light
SUN_HEIGHT_WATER 5000 higher means softer shadows and more intense light
MOON_LATITUDE 0 NOT USED
SUN_LATITUDE 848
SECOND_MOON_LATITUDE 100 Used to put a "fake" sun/moon on the other side of the globe to hide the seem that would otherwise appear there
SECOND_SUN_LATITUDE 100
AMBIENT_LIGHT_POS_X [0.2, 0.2, 0.2] HSV: right
AMBIENT_LIGHT_NEG_X [0.4, 0.1, 0.6] HSV: left
AMBIENT_LIGHT_POS_Y [0.0, 0.0, 0.0] HSV: kills everything
AMBIENT_LIGHT_NEG_Y [0.35, 0.2, 0.0] HSV: from under
AMBIENT_LIGHT_POS_Z [0.6, 0.2, 0.924] HSV: top
AMBIENT_LIGHT_NEG_Z [0.55, 0.1, 0.9] HSV: bottom
SUN_DIFFUSE_COLOR [0.14, 0.0, 1.0]
SUN_INTENSITY 1.0
MOON_DIFFUSE_COLOR [0.58, 0.5, 1.0]
MOON_INTENSITY 2.5
CUBEMAP_INTENSITY 1.0
TREE_FADE_NEAR 250.0
TREE_FADE_FAR 350.0
TRADE_ROUTE_NUM_CONVOYS_SCALE_FACTOR 0.3
TRADE_ROUTE_MAX_NUM_CONVOYS 4
TRADE_ROUTE_CONVOY_SPEED 0.6
TRADE_ROUTE_CONVOY_SLEEP_TIME 3.0
TRADE_ROUTE_CONVOY_ROUTE_OFFSET 0.5
SHIP_IN_MISSION_SPEED 2.5
SHIP_IN_MISSION_TURN_RADIUS 5.0
SHIP_IN_MISSION_TARGET_SIZE 0.5
SHIP_IN_MISSION_SCALE 0.6
TRADE_ROUTE_LINE_OFFSET 0.5
TRADE_ROUTE_MAX_LINES 6
TRADE_ROUTE_BAD_EFFICIENCY_THRESHOLD 0.8
TRADE_ROUTE_REGIONAL_BAD_EFFICIENCY_THRESHOLD 0.9
TRADE_ROUTE_BAD_EFFICIENCY_ROUTE_COLOR [1.0, 0.7, 0.5, 0.75]
TRADE_ROUTE_BAD_EFFICIENCY_HOTSPOT_COLOR [1.0, 0.0, 0.0, 0.75]
TRADE_ROUTE_PRODUCTION_TRANSFER_COLOR [0.0, 0.5, 1.0, 0.75]
TRADE_ROUTE_SUPPLIES_TRANSFER_COLOR [1.0, 1.0, 1.0, 0.75]
TRADE_ROUTE_RESOURCE_EXPORT_COLOR [0.5, 0.5, 1.0, 0.75]
TRADE_ROUTE_RESOURCE_IMPORT_COLOR [0.5, 0.5, 1.0, 0.75]
TRADE_ROUTE_LEND_LEASE_EXPORT_COLOR [0.5, 1.0, 0.0, 0.75]
TRADE_ROUTE_LEND_LEASE_IMPORT_COLOR [0.5, 1.0, 0.0, 0.75]
TRAIT_GRID_COLUMN_SHIFTS [3, 211, 419, 3, 211]
TRAIT_GRID_ROW_SHIFT 48
TRAIT_LINE_ASSIGNED_COLOR [0.47, 0.93, 0.65]
TRAIT_LINE_NON_ASSIGNED_COLOR [0.67, 0.75, 0.93]
TRAIT_INVALID_FOR_ASSIGNMENT_COLOR [0.8, 0.3, 0.3]
FRIEND_COLOR [0.7, 0.9, 0.7] unit on-map interface modulate colors
ENEMY_COLOR [1.0, 0.7, 0.7] unit on-map interface modulate colors
NEUTRAL_COLOR [1.0, 1.0, 1.0] unit on-map interface modulate colors
COUNTRY_COLOR_HUE_MODIFIER 0.0
COUNTRY_COLOR_SATURATION_MODIFIER 0.6
COUNTRY_COLOR_BRIGHTNESS_MODIFIER 0.8
COUNTRY_UI_COLOR_HUE_MODIFIER 0.0
COUNTRY_UI_COLOR_SATURATION_MODIFIER 1.0
COUNTRY_UI_COLOR_BRIGHTNESS_MODIFIER 1.0
COMMANDGROUP_PRESET_COLORS_HSV ['.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86, '.0', 0.95, 0.86]
CAMERA_OUTSIDE_MAP_DISTANCE_TOP 200.0
CAMERA_OUTSIDE_MAP_DISTANCE_BOTTOM 200.0
CAMERA_ZOOM_SPEED 50
CAMERA_ZOOM_KEY_SCALE 0.02
CAMERA_ZOOM_SPEED_DISTANCE_MULT 6.0 Zoom speed multiplier. When camera is max zoome out, the zooming in speed will get 100% of CAMERA_ZOOM_SPEED_DISTANCE_MULT zooming speed.
ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 2.6 For balancing the collision distance with painted arrows and fronts
FRONTS_MOUSE_INTERSECT_DISTANCE_MULT 6.6 For balancing the collision distance with painted arrows and fronts
MOVE_ORDERS_MOUSE_INTERSECT_DISTANCE_MULT 0.5 For balancing the collision distance with painted arrows and fronts
TRADE_ROUTE_INTERSECT_DISTANCE_MULT 10.0
MINIMUM_PROVINCE_SIZE_IN_PIXELS 8 Provinces that are smaller than that are just making the game unplayable. It doesn't affect the game, just informs in the error.log
NATIONAL_FOCUS_SHINE_DISTANCE_SCALE 0.03
NATIONAL_FOCUS_PULSE_BASE 10.0
NATIONAL_FOCUS_PULSE_RANDOM 10.0
POLITICAL_GRID_SMALL_BOX_LIMIT 6 Limit for gridbox in political view before it will be replaced with extended gridbox
SETUP_SPIRIT_GRID_BOX_LIMIT 3 Limit for gridbox in game setup before it will be replaced with extended gridbox
POLITICAL_PULSE_BASE 10.0
POLITICAL_PULSE_RANDOM 10.0
ARROW_PARADROP_HEIGHT_TO_LEN 0.3
ARROW_PARADROP_HEIGHT_MAX 11.0
ARROW_MIN_TEXT_POINTS_LIMIT 10 Amount of points when arrow gets first detailed text
ARROW_EXT_TEXT_POINTS_LIMIT 20 Amount of points when arrow gets extended detailed text
ARMY_DEFENSIVE_LINE_BUTTON_SIZE 0.7 The size of the "edit" button drawn at the endings of the def.lines (for army)
ARMY_GROUP_DEFENSIVE_LINE_BUTTON_SIZE 0.9 The size of the "edit" button drawn at the endings of the def.lines (for army group)
SHOW_FOREIGN_SUPPLY_BELOW 300.0 Below this camera height all supply icons will be shown
SHOW_ONLY_PATH_ABOVE 500.0 Above this only supply icons in the currently shown path are shown
ACCLIMATIZATION_CAMO_SHOW_AT 0.5 The moment at which the division gains enough acclimatization to change it's model to the camouflage one.
ACCLIMATIZATION_CAMO_SHOW_WHEN_IN_STATE 0.2 The troops camouflage can swap (to the one from acclim.) not only when snow/desert is in the location we are in, but also when % of provinces in current state has snow/desert.

NInterface[edit]

Name Default Comment
MAX_NO_FACTION_FILTER_BUTTONS 40 Max number of faction filter buttons that can be generated in diplomacy view.
LOGISTICS_PAST_WEEK 7 Number of days from the past (including current day) we want logistics data for (Max 30 days)
LOGISTICS_PAST_MONTH 30
COMBAT_SOME_PIERCING 0.4 How many % of enemy units the unit have to pierce in order for the some piercing icon to be displayed
COMBAT_GOOD_PIERCING 0.8 How many % of enemy units the unit have to pierce in order for the good piercing icon to be displayed
COMBAT_SOME_ARMOR 0.4 How many % of enemy units have to be unable to pierce the unit in order for the some armor icon to be displayed
COMBAT_GOOD_ARMOR 0.8 How many % of enemy units have to be unable to pierce the unit in order for the good armor icon to be displayed
SWITCH_EQUIPMENT_DIALOG_TRESHOLD 7 Confirm dialog that shows up when you switch equipment for a production line if you lose more than x days of progress.
TOOLTIP_SCREEN_LEFT_OFFSET_X 0 Tooltip offset on x axis from left screen border
TOOLTIP_SCREEN_RIGHT_OFFSET_X 0 Tooltip offset on x axis from right screen border
TOOLTIP_SCREEN_TOP_OFFSET_Y 0 Tooltip offset on y axism from top screen border
TOOLTIP_SCREEN_BOTTOM_OFFSET_Y 0 Tooltip offset on y axis from bottom screen border
NO_COMBATS_COLOR [0.0, 0.0, 0.8] Color for icons if all combats are successful
SUCCESFUL_COMBATS_COLOR ['.0', 0.95, 0.86] Color for icons if all combats are successful
MIN_NON_SUCCESSFUL_COMBAT_COLOR ['.0', 0.95, 0.86] Color for icons if some of combats are not successful
MID_NON_SUCCESSFUL_COMBAT_COLOR ['.0', 0.95, 0.86]
MAX_NON_SUCCESSFUL_COMBAT_COLOR ['.0', 0.95, 0.86] Color for icons if all of combats are not successful
UNIT_SELECT_DOUBLE_CLICK_TIME 0.1 Delay before double click event for unit selection
MINIMAP_TOGGLE_DURATION 0.5 Delay for minimap toggle
MINIMAP_TOGGLE_SHIFT 270 horizontal shift for minimap to close it
TIMED_MESSAGE_TIMEOUT 0.35 Timeout for timed message
MINIMAP_PING_DURATION 12.0 timeout for pings
MINIMAP_PING_SPEEDUP_ON_SCREEN 2.0 speed up for timeout if ping is visible on screen
MINIMAP_PING_DELAY_BETWEEN_PINGS 0.3 delay between consecative pings
DRAG_AND_DROP_SCROLLING_SENSITIVITY 12.5 Speed multiplier for components scrolling while drag'n dropping elements
GRIDBOX_ELEMENTS_INTERPOLATION_SPEED 0.5 A value used to determine how fast the elements within the gridbox are interpolating while drag'n dropping.
ARMY_GROUP_PORTRAIT_SPACING 6 Extra space added between portraits of different army groups
ARMY_GROUP_FIRST_MEMBER_SPACING 5 Extra spacing between the army group portrait and the first member of the army group
ARMY_GROUP_COLLAPSE_EXTRA_SPACING 5 Extra spacing between the army group portrait when army group is collapsed
ARMY_LIST_BOTTOM_PADDING 145 Bottom padding for army list on left
MILITARY_FACTORIES_SCALE [1, 5, 10]

NFrontend[edit]

Name Default Comment
CAMERA_LOOKAT_X 2958.0 Rotation point in main menu
CAMERA_LOOKAT_Y 0.0
CAMERA_LOOKAT_Z 1519.0
CAMERA_LOOKAT_SETTINGS_X 2958.0 Rotation point in settings
CAMERA_LOOKAT_SETTINGS_Y 0.0 Y is height
CAMERA_LOOKAT_SETTINGS_Z 1519.0
CAMERA_START_X 2958.0 Initial position in main menu
CAMERA_START_Y 800 Y is height
CAMERA_START_Z 1400.0
CAMERA_END_X 2958.0 Move to position in main menu
CAMERA_END_Y 900.0
CAMERA_END_Z 1400.0
CAMERA_MIN_DIST_FOR_ROTATE 800.0 Controlls when rotation starts. When camera is close enought it starts
CAMERA_MIN_HEIGHT 50.0 Minimum camera height
CAMERA_MAX_HEIGHT 3000.0 Maximum camera height
TIME_FROZEN 1.0 Time before initial animation starts (some deylay here so it should NOT be 0, then the animation starts before you can see it)
TIME_UNTIL_ROTATE 1.5 Time when rotation start (from begining of time)
CAMERA_SPEED_START 0.04 Initial animation speed
CAMERA_SPEED_ROTATE 0.04 Rotation speed
CAMERA_SPEED_IN_MENUS 0.1
CAMERA_INTERPOLATION_SPEED 0.19
FRONTEND_POS_X 2958.0
FRONTEND_POS_Y 900.0
FRONTEND_POS_Z 1500.0
FRONTEND_LOOK_X 2958.0
FRONTEND_LOOK_Y 0.0
FRONTEND_LOOK_Z 1519.0
SETTINGS_POS_X 2958.0
SETTINGS_POS_Y 922.0
SETTINGS_POS_Z 400.0
SETTINGS_LOOK_X 2958.0
SETTINGS_LOOK_Y 0.0
SETTINGS_LOOK_Z 1519.0
MP_OPTIONS_POS_X 2958.0
MP_OPTIONS_POS_Y 922.0
MP_OPTIONS_POS_Z 848.0
MP_OPTIONS_LOOK_X 2958.0
MP_OPTIONS_LOOK_Y 0.0
MP_OPTIONS_LOOK_Z 1519.0
TUTORIAL_POS_X 2958.0
TUTORIAL_POS_Y 922.0
TUTORIAL_POS_Z 1248.0
TUTORIAL_LOOK_X 2958.0
TUTORIAL_LOOK_Y 0.0
TUTORIAL_LOOK_Z 1519.0
CONTENT_POS_X 2958.0
CONTENT_POS_Y 922.0
CONTENT_POS_Z 1308.0
CONTENT_LOOK_X 2958.0
CONTENT_LOOK_Y 0.0
CONTENT_LOOK_Z 1519.0
CREDITS_POS_X 2958.0
CREDITS_POS_Y 922.0
CREDITS_POS_Z 1308.0
CREDITS_LOOK_X 2958.0
CREDITS_LOOK_Y 0.0
CREDITS_LOOK_Z 1519.0

NSound[edit]

Name Default Comment
HEIGHT_SOUND_CATEGORY Atmosphere Name of the sound category
HEIGHT_SOUND_MIN_ALTITUDE 100.0 Below this altitude the minimum volume will be used
HEIGHT_SOUND_MAX_ALTITUDE 2000.0 Above this altitude the maximum volume will be used
HEIGHT_SOUND_MIN_VOLUME 0.2
HEIGHT_SOUND_MAX_VOLUME 1.0
BATTLE_SOUND_NAME amb_battle_distant
BATTLE_SOUND_INIT_RADIUS 9.0
BATTLE_SOUND_FALLOFF_DEFAULT 100.0
BATTLE_SOUND_MIN_UNIT_COUNT 6
BATTLE_SOUND_MIN_VOLUME_MUL 0.2
BATTLE_SOUND_MAX_VOLUME_MUL 1.0
VOICE_OVER_CATEGORY Voices
VOICE_OVER_COOL_DOWN 2.8 Wait for this many seconds before playing another vo